MX Bikes Official Forum

General Category => General Discussion => Topic started by: PiBoSo on December 21, 2016, 11:22:07 PM

Title: MX Bikes beta5
Post by: PiBoSo on December 21, 2016, 11:22:07 PM

MX Bikes beta5 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
Title: Re: MX Bikes beta5
Post by: PiBoSo on December 21, 2016, 11:22:28 PM
Release Notes
- a clean installation is strong recommended
- replays are not compatible with the previous versions

- at the moment the Stability Helper is meant to stay always at 100%
- For the old bike reset, keep the reset button pressed for over three seconds
- Keep the Track Marker button pressed for over a second to set it, tap the button to reset the bike to it.

- The way to enable the physics debug mode has been changed: http://forum.mx-bikes.com/index.php?topic=1383
- It is now possible to change the blending between the "on" and "off" engine sound layers setting "blend_exp" in the file sfx.cfg of each bike. Values above 1 give priority to the "off" layer.
- It is now possible to add an engine limiter sound editing the file sfx.cfg


Sorry for the rushed release. Early wakeup tomorrow morning to go home for Christmas. Happy Holidays Everyone!
Title: Re: MX Bikes beta5
Post by: philiaN on December 21, 2016, 11:26:14 PM
downloading - i can upload if needed just tell me on which plattform

Thank you Piboso and Team and Happy Holidays, too. Beta5 is probably the best xmas gift this year ;)
Title: Re: MX Bikes beta5
Post by: matty0l215 on December 22, 2016, 12:25:09 AM
Mirror by CAWS Team- http://www.cawsteam.com/Downloads/MXBikes/mxbikes-beta5.exe

Nice work Piboso and team  :D

Have a good Christmas :)
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 12:26:13 AM
Thanks, very nice to have it for Christmas.

I'll do some testing tomorrow... AND SOMEONE SETUP A SERVER WITH COLLISION AND DEFORMATION OMG :p

PS: Any info on how to get the rev limiter to work with non-stock bikes?
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on December 22, 2016, 12:32:39 AM
Thanks! Great early Christmas present! ;D

And all I have to say is WOW!.. Feels like a different sim.

I'm in love with a few things that I think you have almost perfect.

1 > Being able to 180 a berm controlling the back end is an amazing feeling.
2 > The 'scrub animation' is awesome, the bike feels much more natural in the air.
3 > The general ability to control the back end has given MXB a whole new sense of freedom.
4 > The new reset, and the place marker are fantastic.

Only played for 40 minutes, really good job, can't wait to get online to see if things have improved.

Title: Re: MX Bikes beta5
Post by: Docfumi on December 22, 2016, 01:46:22 AM
Cool!!!!! 8) 8) 8)

Thanks, PiBoSo and team you guys and or girls are awesome!!!!
Title: Re: MX Bikes beta5
Post by: NORCAL on December 22, 2016, 02:13:36 AM
For some reason it's downloading at about 10kb/s for me..? Says it will take 1 day, and it's not my internet.
Title: Re: MX Bikes beta5
Post by: philiaN on December 22, 2016, 02:25:15 AM
@norcal did u try the other download link?

@ALL vortex' server is up - so far we 2 have no problems with game crashes with collision and deformation turned on. If you have problems to connect to the server, go sure you have no custom content installed (bikes). tracks should work.
Title: Re: MX Bikes beta5
Post by: CSchmied986 on December 22, 2016, 02:47:58 AM
@Geo Just saw that, thanks!
Title: Re: MX Bikes beta5
Post by: CSchmied986 on December 22, 2016, 03:59:42 AM
maybe ive done something wrong but i dont notice any change in physics?? And isnt there supposed to be Oculus CV1 support?
Title: Re: MX Bikes beta5
Post by: Vortex_Damien on December 22, 2016, 04:00:42 AM
Something i noticed was the closer the rider was the better the quality of the netcode was.. like in fp riding w philian i had stuttering but nothing serious.. but replay seems to be pretty similar to how it was.. maybe a little better. but things seem to be pretty good so far
Title: Re: MX Bikes beta5
Post by: PizzaChet on December 22, 2016, 08:07:34 AM
Thanks PiBoSo Team! Downloading now! Late bedtime now lol.
Title: Re: MX Bikes beta5
Post by: BOBR6 84 on December 22, 2016, 08:47:10 AM
Nice work! Merry Christmas and happy "holidays"..  No pc setup at the moment.. Could somebody post some videos?
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 09:10:09 AM
Going to test this later today. From what I heard so far it's great!

Merry christmas and a happy and healthy new year Piboso team!
Title: Re: MX Bikes beta5
Post by: ChrisK on December 22, 2016, 10:11:13 AM
thank u, nice Christmas gift
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 10:13:03 AM
amazing!! thank you Piboso team! merry xmas!
Title: Re: MX Bikes beta5
Post by: SwarleyRuiz on December 22, 2016, 10:26:19 AM
Thanks Piboso!

Downloading and uploading
Title: Re: MX Bikes beta5
Post by: teeds on December 22, 2016, 10:26:55 AM
Sweet! Can't wait to try VR this evening  8)
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 11:45:14 AM
https://www.youtube.com/v/s5Q9URR0nug

https://www.youtube.com/v/51k2Q9hrshs
Title: Re: MX Bikes beta5
Post by: Yirka63 on December 22, 2016, 11:50:37 AM
Great!! Thank you Piboso!!! Cant wait to test it after work!!
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 12:04:46 PM
You're riding out the wrong way Gdub ;)
Title: Re: MX Bikes beta5
Post by: PiBoSo on December 22, 2016, 12:57:57 PM
Quote from: matty0l215 on December 22, 2016, 12:25:09 AM
Mirror by CAWS Team- http://www.cawsteam.com/Downloads/MXBikes/mxbikes-beta5.exe

Thank you.
Title: Re: MX Bikes beta5
Post by: MultiCOOLFRESH on December 22, 2016, 01:35:31 PM
I am having an issue. Everything is not as sharp as it was. Especially in the menu. It is pretty annoying, because I can not change it. Reselution etc. is not doing anything. Does someone have an idea?
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 01:38:44 PM
im now seeding guys unlimited speed.
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 01:39:29 PM
Quote from: MultiCOOLFRESH on December 22, 2016, 01:35:31 PM
I am having an issue. Everything is not as sharp as it was. Especially in the menu. It is pretty annoying, because I can not change it. Reselution etc. is not doing anything. Does someone have an idea?

make sure to change all your AA settings etc, everything was on zero for me.
Title: Re: MX Bikes beta5
Post by: SwarleyRuiz on December 22, 2016, 02:08:14 PM
A more download link

http://www.swarleyruiz.com/Downloads/MX-Bikes/Betas/mxbikes-beta5.exe
Title: Re: MX Bikes beta5
Post by: MultiCOOLFRESH on December 22, 2016, 02:09:32 PM
Quote from: gdubmx on December 22, 2016, 01:39:29 PM
Quote from: MultiCOOLFRESH on December 22, 2016, 01:35:31 PM
I am having an issue. Everything is not as sharp as it was. Especially in the menu. It is pretty annoying, because I can not change it. Reselution etc. is not doing anything. Does someone have an idea?

make sure to change all your AA settings etc, everything was on zero for me.

AA settings?

And next problem, the maps Washington and Enduro are nort working. I see a complete green or grey, even track. You can say, I only see a grey or green, even track and nothing more. Ok, I see my rider and the bike and the background "paint".

Plez halp :D
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 02:12:03 PM
Quote from: MultiCOOLFRESH on December 22, 2016, 02:09:32 PM
Quote from: gdubmx on December 22, 2016, 01:39:29 PM
Quote from: MultiCOOLFRESH on December 22, 2016, 01:35:31 PM
I am having an issue. Everything is not as sharp as it was. Especially in the menu. It is pretty annoying, because I can not change it. Reselution etc. is not doing anything. Does someone have an idea?

make sure to change all your AA settings etc, everything was on zero for me.

AA settings?

anti aliasing mate.
Title: Re: MX Bikes beta5
Post by: MultiCOOLFRESH on December 22, 2016, 02:14:25 PM
Quote from: gdubmx on December 22, 2016, 02:12:03 PM
Quote from: MultiCOOLFRESH on December 22, 2016, 02:09:32 PM
Quote from: gdubmx on December 22, 2016, 01:39:29 PM
Quote from: MultiCOOLFRESH on December 22, 2016, 01:35:31 PM
I am having an issue. Everything is not as sharp as it was. Especially in the menu. It is pretty annoying, because I can not change it. Reselution etc. is not doing anything. Does someone have an idea?

make sure to change all your AA settings etc, everything was on zero for me.

AA settings?

anti aliasing mate.

Ah, ok. I am a typical console guy :D Thanks, now everything works, but I still have the problems with the tracks
Title: Re: MX Bikes beta5
Post by: MultiCOOLFRESH on December 22, 2016, 02:19:54 PM
Ok, now everything works. When technical magic kicks in yo :D
Title: Re: MX Bikes beta5
Post by: JumPerr on December 22, 2016, 02:58:54 PM
I have Problems with the Game only MX.Bikes.exe not working
Title: Re: MX Bikes beta5
Post by: Mace-x on December 22, 2016, 02:59:39 PM
Nooooo, cant play untill tomorrow!  :-\

Thanks piboso, i cant wait to try it!  ;D
Title: Re: MX Bikes beta5
Post by: Mace-x on December 22, 2016, 03:19:06 PM
Just saw some videos, snappe´s washington and gdub´s videos and i love the sounds, not perfect but quite awesome, the transmission, the gearbox shift, the rev limiter finally i can be barcia on the rev every jump! haha  ;D

I reallly hope what fats said is true, seems quite awesome, cant wait!
Title: Re: MX Bikes beta5
Post by: Mace-x on December 22, 2016, 03:45:10 PM
(https://media.giphy.com/media/5GoVLqeAOo6PK/giphy.gif)
Title: Re: MX Bikes beta5
Post by: shanebell618 on December 22, 2016, 03:46:55 PM
Does anyone else have no rev limiter sounds? The sound just cuts off in the higher RPMs.
Title: Re: MX Bikes beta5
Post by: bassit on December 22, 2016, 04:13:16 PM
Only had a quick 5 minute play but it seems to feel quite a lot better than beta4.
Now i have to try to remember what rider settings i had on beta4..  ???

Thanks Piboso, great Christmas present.
&
MERRY CHRISTMAS EVERYONE!!!
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 04:21:58 PM
I've been here from the start, but I've still not figured out how to save my stability settings whenever I update the game.

Does anyone have any idea how I can get the same linearity and stability etc as in beta 4? I still have the beta 4 files, but I cant find the settings I'm looking for in any of the folders..

I could perhaps just delete beta 5 again and look it all up, but isn't there a quicker way?
Title: Re: MX Bikes beta5
Post by: teeds on December 22, 2016, 04:42:20 PM
I think you'll find most of that in the profile.ini file in your documents profile folder.
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 05:01:33 PM
Quote from: teeds on December 22, 2016, 04:42:20 PM
I think you'll find most of that in the profile.ini in file in your documents profile folder.
Thanks, not everything is in there though.

Quote from: Geo on December 22, 2016, 04:44:59 PM
I wrote mine down ;)
Did that now as well. Seems like the best option.
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 05:20:53 PM
Quote from: shanebell618 on December 22, 2016, 03:46:55 PM
Does anyone else have no rev limiter sounds? The sound just cuts off in the higher RPMs.

If you installed b5 on top of b4 (keeping the /bikes folder), it does that. You need to remove the original bikes from the /bikes folder as the game directory now has a bikes.pkz. The extra folder overrides the .pkz in priority, so you have the old sounds.
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 06:12:03 PM
Quote from: Asdrael on December 22, 2016, 12:26:13 AM
PS: Any info on how to get the rev limiter to work with non-stock bikes?
No idea how to get them to work on custom bikes yet. I've managed to replace the stock 4 stroke limiter though. I'm having a little problem though. It seems like since I replaced the .WAV file with my own .WAV file the limiter has a volume of 100% however far you are from the actual bike. 500 Meters away has the same volume as 1 meter away from the bike (at least in replay, can't get online atm cuz of registration error).

Can't get the 2 stroke to work either. There's nothing I can find in the .SLC files that has to do with the limiter.

Snappe, Piboso, any ideas?
Title: Re: MX Bikes beta5
Post by: PiBoSo on December 22, 2016, 06:20:43 PM
Quote from: SwarleyRuiz on December 22, 2016, 02:08:14 PM
A more download link

http://www.swarleyruiz.com/Downloads/MX-Bikes/Betas/mxbikes-beta5.exe

Thank you.
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 07:07:59 PM
Quote from: Sandbiter on December 22, 2016, 06:12:03 PM
Quote from: Asdrael on December 22, 2016, 12:26:13 AM
PS: Any info on how to get the rev limiter to work with non-stock bikes?
No idea how to get them to work on custom bikes yet. I've managed to replace the stock 4 stroke limiter though. I'm having a little problem though. It seems like since I replaced the .WAV file with my own .WAV file the limiter has a volume of 100% however far you are from the actual bike. 500 Meters away has the same volume as 1 meter away from the bike (at least in replay, can't get online atm cuz of registration error).

Can't get the 2 stroke to work either. There's nothing I can find in the .SLC files that has to do with the limiter.

Snappe, Piboso, any ideas?

I found this on the GP bikes forum:
http://forum.piboso.com/index.php?topic=287.msg1399#msg1399

Seems to be a bug I guess.

Waitttt...
I'll try a mono channel once I'm home again.. :-[
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 07:19:49 PM
Sand, I don't think 2 strokes have a rev limiter.
Title: Re: MX Bikes beta5
Post by: pacopastor34 on December 22, 2016, 07:58:20 PM
Quote from: Sandbiter on December 22, 2016, 07:07:59 PM
Quote from: Sandbiter on December 22, 2016, 06:12:03 PM
Quote from: Asdrael on December 22, 2016, 12:26:13 AM
PS: Any info on how to get the rev limiter to work with non-stock bikes?
No idea how to get them to work on custom bikes yet. I've managed to replace the stock 4 stroke limiter though. I'm having a little problem though. It seems like since I replaced the .WAV file with my own .WAV file the limiter has a volume of 100% however far you are from the actual bike. 500 Meters away has the same volume as 1 meter away from the bike (at least in replay, can't get online atm cuz of registration error).

Can't get the 2 stroke to work either. There's nothing I can find in the .SLC files that has to do with the limiter.

Snappe, Piboso, any ideas?

I found this on the GP bikes forum:
http://forum.piboso.com/index.php?topic=287.msg1399#msg1399

Seems to be a bug I guess.

Waitttt...
I'll try a mono channel once I'm home again.. :-[

Rev limiter should be in BIKE.cfg main file.
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 08:01:52 PM
It's there, but it doesn't work (and yes I did put the wav in the folder). Bit of a pity because beside that, the b4 custom bikes work. We need to figure out what's missing :p
Title: Re: MX Bikes beta5
Post by: StoneRider on December 22, 2016, 09:14:21 PM
Quote from: Mace-x on December 22, 2016, 03:45:10 PM
(https://media.giphy.com/media/5GoVLqeAOo6PK/giphy.gif)
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 09:26:13 PM
Quote from: Asdrael on December 22, 2016, 07:19:49 PM
Sand, I don't think 2 strokes have a rev limiter.
How stupid am I after saying that? ???

The stereo audio I had was my problem. With mono audio my rev limiter sound works great. This is just a replacement on the stock bikes though. I'll post it soon, I'll be making a couple of adjustments first.

By the way Piboso. Holy f*ck this beta is sick! It finally feels more like a dirtbike! So many bugs are gone physics wise. I love it a lot! Great job Piboso team. You deserve that holiday. 8)
Title: Re: MX Bikes beta5
Post by: CBL Gaming on December 22, 2016, 09:52:53 PM
There's a lot of things I like, and a lot of things that still shit me to no end.

The guys have already covered everything that's great, and solid effort, it's an amazing update.

but, the things that I'm still struggling with.

1. The front end stability is basically non existent, it may be a setup issue but I'm finding the front end traction is null and I can't trust it going into corners.

2. Even with the suspension set to in game concrete it still feels too soft, I'm bottoming out off basically every jump.

3. Even with realistic soft suspension the bike still feels skatey, you touch the brakes a tad too hard and you're down. You hit any sort of braking bump under load. You Die. I've resorted to dropping my brake settings to 50% gain so I can drag them, but when they're dragging you barely even slow down.

4. Slow speed stability, I damn near threw my controller after I reset 9 times and kept sliding out or falling over.  I finally figured out you gotta be super smooth with the throttle. But even so, if you're on a hill you're basically rooted.

I feel as though it's so close to being some great, but it's just not quite there.

BUT I DIGRESS, I haven't played the game since Beta 3 and from what I played before hand it's a MASSIVE update. Please keep it up Pib/snappe because the game has insane potential.




Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 09:58:59 PM
hey CBL, i noticed the front brake was insanely stronger than before, i had to add a deadzone and lower the power to tame it back a bit, i also noticed the front end still seems a bit washy but it can be avoided by being extremely careful in the turns, super smooth analog control mate. i find this beta for me personally demands more respect and is way less attackable compared to Beta4. Thats purely my own opinion though.
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 09:59:27 PM
Quote from: CBL Gaming on December 22, 2016, 09:52:53 PM
1. The front end stability is basically non existent, it may be a setup issue but I'm finding the front end traction is null and I can't trust it going into corners.

2. Even with the suspension set to in game concrete it still feels too soft, I'm bottoming out off basically every jump.

3. Even with realistic soft suspension the bike still feels skatey, you touch the brakes a tad too hard and you're down. You hit any sort of braking bump under load. You Die. I've resorted to dropping my brake settings to 50% gain so I can drag them, but when they're dragging you barely even slow down.

Regarding the front brake, I was in the "this controller is gonna fly out the window next time I fall" mood too but then I fiddled with my settings a lot. I have almost nullified the problem on my end, I can still brake really hard but it's not ice-skatting as soon as I touch the lever. It smoothes out the early part of the action and removes the brutal changes, causing the washing out.

Settings - Advanced - Brake:
Linearity 75%
Smooth Press 50%
Smooth release 25%
Gain 100%
Title: Re: MX Bikes beta5
Post by: CBL Gaming on December 22, 2016, 10:02:39 PM
Quote from: Asdrael on December 22, 2016, 09:59:27 PM
Quote from: CBL Gaming on December 22, 2016, 09:52:53 PM
1. The front end stability is basically non existent, it may be a setup issue but I'm finding the front end traction is null and I can't trust it going into corners.

2. Even with the suspension set to in game concrete it still feels too soft, I'm bottoming out off basically every jump.

3. Even with realistic soft suspension the bike still feels skatey, you touch the brakes a tad too hard and you're down. You hit any sort of braking bump under load. You Die. I've resorted to dropping my brake settings to 50% gain so I can drag them, but when they're dragging you barely even slow down.

Regarding the front brake, I was in the "this controller is gonna fly out the window next time I fall" mood too but then I fiddled with my settings a lot. I have almost nullified the problem on my end, I can still brake really hard but it's not ice-skatting as soon as I touch the lever. It smoothes out the early part of the action and removes the brutal changes, causing the washing out.

Settings - Advanced - Brake:
Linearity 75%
Smooth Press 50%
Smooth release 25%
Gain 100%

I'll give it a whirl, cheers dude!
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 10:45:44 PM
Just had a race with like 10 people and collisions (but no déformations). I don't think anyone crashed. Most of us, if not all, had below 100ms ping and it was pretty smooth. The only major warping problem was when people fell down and the bike was warping left and right and, statistically, 100% of the time appeared in front of me :p The is still a bit of warping when jumping but way less.

Earlier today, we had 5 people on a server with both collisions and deformation and noone crashed.

Big thumbs up for the stability improvement.

The physics are also quite a major improvement. I find that, after finding my setting and setup, the bikes "sits" better and doesn't feel like it's gliding too much. The major problem I still have is due to the "lateral" grip: powerslides are still uncontrollable, and sometimes, the front end washes out for no reasons when it's light (almost wheeling on a slope, trying to brake after the rebound of a heavy landing). The suspensions feel overall better as well, the rebound is way less pronounced.

So overall, awesome. really a big thank you a congratulations for the major stability increase, it was needed, and well worth the effort. Smoother netcode is already in the works I know, but I feel like the next step for physics should be in the "lateral" grip as mentioned.
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on December 22, 2016, 11:03:02 PM
I really want to ride online with you all, but clearly deformation still doesn't work online so please turn it off! ;)
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 22, 2016, 11:05:10 PM
Quote from: TFC on December 22, 2016, 11:03:02 PM
I really want to ride online with you all, but clearly deformation still doesn't work online so please turn it off! ;)
yeh i keep being booted of matterly mate, offkine the game handles deform way better though
Title: Re: MX Bikes beta5
Post by: Asdrael on December 22, 2016, 11:10:56 PM
Quote from: TFC on December 22, 2016, 11:03:02 PM
I really want to ride online with you all, but clearly deformation still doesn't work online so please turn it off! ;)

It does, but yeah, Materly is booting me as well. No idea why, because in teh 10s I could ride on it, it was the same exact deformation we left with Philian and a few others earlier today.
Title: Re: MX Bikes beta5
Post by: Ruubs on December 22, 2016, 11:13:13 PM
I didn't have any problems. Was online for a couple of hours but didn't get a single core.
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 22, 2016, 11:17:31 PM
hopped on a server with 3 people on winchester, after about a half lap i got a crash, the deformation looked nice though from what those riders left. settings maxed, does turning down the graphic settings still help?
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on December 22, 2016, 11:17:47 PM
If it's the same as it was previously, it works if you are there at the start of the session. If you join later on half way through the creation of the deformation you last about 30 seconds to a minute.

So is anyone running a server without deformation? Right now it's..

(https://cdn.meme.am/instances/57107541.jpg)
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 22, 2016, 11:32:56 PM
Quote from: TFC on December 22, 2016, 11:17:47 PM
If it's the same as it was previously, it works if you are there at the start of the session. If you join later on half way through the creation of the deformation you last about 30 seconds to a minute.

So is anyone running a server without deformation? Right now it's..

(https://cdn.meme.am/instances/57107541.jpg)
darn. i just tried again and lasted 30 seconds without moving haha
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on December 22, 2016, 11:43:07 PM
Sounds awesome Geo, are we going to see B4 GTX servers up at some point? :D
Title: Re: MX Bikes beta5
Post by: Asdrael on December 23, 2016, 12:01:30 AM
Quote from: TFC on December 22, 2016, 11:17:47 PMSo is anyone running a server without deformation? Right now it's...

iirc, mxb-cenral 2 is collision ON deformation OFF.

Although I did join a deformation server during a session, np. Even leaving and rejoining. So no idea what causes the cores.
Title: Re: MX Bikes beta5
Post by: philiaN on December 23, 2016, 01:02:15 AM
OFFline with Collision (C) and deformation (D): so far no core
ONline with C without D: so far no core
ONline with C and D: 50/50 :)

joining in the beginning = no problems
rejoining = cores every 20-30secs //we restarted the server = no problem again!

and maybe another bug

Online with C + D: I joined the server with the 250x after some laps i changed the bike to the 250xf, after that i got the first cores and i tried to change the bike to the 450xf but i was always joining with the 250xf
Title: Re: MX Bikes beta5
Post by: PiBoSo on December 23, 2016, 01:10:10 PM

Changelog published:
http://www.mx-bikes.com/?page=news
Title: Re: MX Bikes beta5
Post by: Wedgewood on December 23, 2016, 05:14:24 PM
Absolutely amazing! thanks for the hard work to everyone involved.
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 23, 2016, 05:54:33 PM
Quote from: geofanatec on December 23, 2016, 01:47:51 AM
Just me, or anyone else notice when weather changes (on realistic) that even when switching tracks it stays same weather.

Maybe it always did this, but never played offline this much.

Stand indicator is nice, but really faint and doesn't grab eye.

Still have some problems with random crashes going into corners and sometimes midcorner for no reason the same as before.

Bounciness so so much better.

Bike seems to hit rev limiter too quick.

Weird having to actually let off gas and shift, lol. I like it, but in real life you can shift without letting off gas and not get rev limiter in between (what I mean by too quick).

I still feel better on 90% stability and not the 100% as stated from PiB. Actually have slightly less issues with random crashes on 90%. Slightly, but that issue seems to be when leaning the sidewall of tires don't seem to grip.

Other than that, it is so much more stable and can actually get by with what you can in real life.

Will say my times are much slower, but not far off. Can't wait for mod bikes to work and really see.

Man geo, totally thought the same as you mate.  Rev limiter seems about 2/3000 rpm too soon but that sandy mod is a must for the 250f at least. And I find 90% stability is much more stable and feels nice than 100? Weird?

I'd love to see a full ama roster now with this deformation...  Imagine unadilla or millville..  The deformation is brilliant and seems to be handled much better now.  I'd love every national :)  snappe has stepped his game up with washougal,  he should team up with damo, fats, plus we got Gio Panda back on the scene somewhere  now.  Really nice work team Piboso, it's a proud moment for you guys.
Title: Re: MX Bikes beta5
Post by: Mace-x on December 23, 2016, 06:01:34 PM
got to play it! for like 10 minutes  :'(

it feels so weird, gotta get used to it, but feels nice, the new sounds and the scrub animation are nice, the front end bounciness is almost over, that is so freaking nice!

Cant really give more feedback for now, will talk more tomorrow, today in the night wil be a non sleep night of mxb, yay!

Edit:
Forgot to mention a huge issue i had!
Got to test washougal, congratulations, the track is awesome!
but, the new reset system bugs me, i like to appear the way i am facing when i fall, but a good amount of times i respawn in a place i cant get back to the track or just in a fence and get stuck hahaha.

a quick question, what does track marked does and how do we use it?

Again, will write more tomorrow, thanks guys!
Title: Re: MX Bikes beta5
Post by: PiBoSo on December 23, 2016, 06:19:53 PM
Quote from: Mace-x on December 23, 2016, 06:01:34 PM
Edit:
Forgot to mention a huge issue i had!
Got to test washougal, congratulations, the track is awesome!
but, the new reset system bugs me, i like to appear the way i am facing when i fall, but a good amount of times i respawn in a place i cant get back to the track or just in a fence and get stuck hahaha.

a quick question, what does track marked does and how do we use it?

For the old bike reset, keep the reset button pressed for over three seconds.
Keep the Track Marker button pressed for over a second to set it, tap the button to reset the bike to it.

Release notes updated.
Title: Re: MX Bikes beta5
Post by: Mace-x on December 23, 2016, 07:37:28 PM
Amazing features pibs
Thank you so much!
Title: Re: MX Bikes beta5
Post by: Ruubs on December 24, 2016, 01:27:13 AM
Don't think this is worth a new thread, it's just a quick question..

Could anyone explain to me how the stats records work? I can't find myself on the forest raceway records pages. Rode a 45.4 on forest raceway earlier today but it's nowhere to be found. It was on the MSM 250xf.

I don't know which server it was, might've been www.mxb-central.com 3 since that's where forest raceway is on at the moment.

The stats page also mentions 'unrated' for me. There are only 13 guys rated yet. I've done several races already. How's this rating done?
http://stats.mx-bikes.com/stats.php?rider=2088315657
Title: Re: MX Bikes beta5
Post by: darkbelow13 on December 24, 2016, 01:53:31 AM
Only had time for a few laps so far, but I immediately noticed that the issue with the front end bouncing is massively improved. Great job, thank you!
Title: Re: MX Bikes beta5
Post by: motopsycho87 on December 24, 2016, 09:00:35 AM
Anybody have a problem with massively reduced frame rate?  B4 worked perfect for me, B5 is really stuttery no matter what I change in settings, seems to be worse when I look at trees...  My computer plays BF1 between 25-50fps 1080 on high graphics, I know it ain't the best but something has to have changed?
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 24, 2016, 08:54:48 PM
Quote from: motopsycho87 on December 24, 2016, 09:00:35 AM
Anybody have a problem with massively reduced frame rate?  B4 worked perfect for me, B5 is really stuttery no matter what I change in settings, seems to be worse when I look at trees...  My computer plays BF1 between 25-50fps 1080 on high graphics, I know it ain't the best but something has to have changed?

no issues, however i do feel small stutters here and there when on southwick maxed out when i rode a few laps on the ol two stroke with max settings. gtx 970 1520mhz, i5 4670k 4.4ghz
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on December 24, 2016, 09:29:08 PM
Personally find b5 better than b4 performance wise.. But that could just be imagined.
Title: Re: MX Bikes beta5
Post by: Ruubs on December 25, 2016, 02:00:56 AM
Quote from: geofanatec on December 25, 2016, 12:31:40 AM
Quote from: Sandbiter on December 24, 2016, 01:27:13 AM
Don't think this is worth a new thread, it's just a quick question..

Could anyone explain to me how the stats records work? I can't find myself on the forest raceway records pages. Rode a 45.4 on forest raceway earlier today but it's nowhere to be found. It was on the MSM 250xf.

I don't know which server it was, might've been www.mxb-central.com 3 since that's where forest raceway is on at the moment.

The stats page also mentions 'unrated' for me. There are only 13 guys rated yet. I've done several races already. How's this rating done?
http://stats.mx-bikes.com/stats.php?rider=2088315657

Have to be on a registered track and official bike for record to show. Maybe beta5 isn't working yet, I haven't looked to see, but even new content isnt registered yet, which is odd.

Have to race 10 races and then rating will appear.
It was on Forest raceway on an MSM 250xf. That's a registered track and an official bike. It should show my time, but it does not. Could perhaps be beta 5 yes, I've no idea.

The 10 races before rating appears makes sense.
Thanks Geo! :)
Title: Re: MX Bikes beta5
Post by: Wedgewood on December 25, 2016, 02:40:47 AM
Anytime my framerate goes below 60fps it looks to be studdering a little bit.  Is this normal, I figured anything above 30fps shouldn't appear to be studdering?
Title: Re: MX Bikes beta5
Post by: BadStar on December 25, 2016, 03:06:10 AM
I'm not home this weekend and don't get to play much..only played a little. Very excited but don't have play time enough to to comment..

However, I didn't notice much stuttering.. would the v-sync option that's in the settings menu help this at all?

The reset issue was bothering me but glad to see Piboso left the old reset option for when we are stuck (bc I was stuck behind fences half the time lol)

Update seems pretty sweet, can't wait to get back home!
Title: Re: MX Bikes beta5
Post by: Wedgewood on December 25, 2016, 03:34:21 AM
Quote from: BadStar on December 25, 2016, 03:06:10 AM
I'm not home this weekend and don't get to play much..only played a little. Very excited but don't have play time enough to to comment..

However, I didn't notice much stuttering.. would the v-sync option that's in the settings menu help this at all?


I've tried turning off v-sync , also experimented by turning off and on all the options in the nvidia control panel but nothing made a difference. 60fps looks amazing, 50fps looks pretty bad, 40fps is borderline unrideable.
Title: Re: MX Bikes beta5
Post by: lmuzillo on December 25, 2016, 11:52:02 AM
When i change the settings during test and hit the done button my screen turns black and it keep doon that till i close the game and restart.
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 26, 2016, 02:10:02 AM
Quote from: Wedgewood on December 25, 2016, 02:40:47 AM
Anytime my framerate goes below 60fps it looks to be studdering a little bit.  Is this normal, I figured anything above 30fps shouldn't appear to be studdering?

if you have vsync on then anytime your fps goes below your monitors refresh rate(assuming 60hz) you will feel like its stuttering, however if vsync is off and it dips below 60, lets say it stays at 50 then it will still feel fairly smooth.
Title: Re: MX Bikes beta5
Post by: philiaN on December 26, 2016, 07:55:00 PM
So after 20+ hours of playtime in Beta5 i can share my thoughts with you guys  ;)

There is so much what has been improved - the first two hours felt so different compared to beta4, but now i have that same great feeling of riding in beta5.

So a small list what i like the most:

1. ofc the Netcode/Bug fixing improvements! I didnt expect big improvements, but this blew my mind :) The game stability is greatly improved!!!
2. physics
- the most annoying thing for me in b4 was that when you accelerate throughout a corner that u couldnt lean anymore! and what should i say: its gone!
- the tyre grip with and without deformation feels so great!
It made huge improvements for tracks (for example south wick - became super fast) and even the big bikes like 350xf and 450xf feels like you can handle them now.
- the improvements for the bounciness
3. graphic/animations
- render distance
- scrub animation
4. general improvements
- reset system is just awesome

and still there is alot what can be improved, but beta5 was again an outstanding update!

Now i only hope that we will get a hotfix for the multiplayer deformation.
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 26, 2016, 09:41:42 PM
Quote from: philiaN on December 26, 2016, 07:55:00 PM
So after 20+ hours of playtime in Beta5 i can share my thoughts with you guys  ;)

There is so much what has been improved - the first two hours felt so different compared to beta4, but now i have that same great feeling of riding in beta5.

So a small list what i like the most:

1. ofc the Netcode/Bug fixing improvements! I didnt expect big improvements, but this blew my mind :) The game stability is greatly improved!!!
2. physics
- the most annoying thing for me in b4 was that when you accelerate throughout a corner that u couldnt lean anymore! and what should i say: its gone!
- the tyre grip with and without deformation feels so great!
It made huge improvements for tracks (for example south wick - became super fast) and even the big bikes like 350xf and 450xf feels like you can handle them now.
- the improvements for the bounciness
3. graphic/animations
- render distance
- scrub animation
4. general improvements
- reset system is just awesome

and still there is alot what can be improved, but beta5 was again an outstanding update!

Now i only hope that we will get a hotfix for the multiplayer deformation.

whats wrong currently with multiplayer deformation?
Title: Re: MX Bikes beta5
Post by: philiaN on December 26, 2016, 10:08:56 PM
many people got game crashes when they join late/rejoining on a deformation multiplayer server
Title: Re: MX Bikes beta5
Post by: Mace-x on December 27, 2016, 12:28:04 AM
I really like b5, you can lock the wheels and jam into a berm and the bike wont go flying outside, it´s more controllable when the rear wheel slides and it´s overall a nice improvement.
Also i really like that finally the bike wont jump leaning back the whole time!  ;D
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 27, 2016, 12:34:16 AM
Quote from: geofanatec on December 27, 2016, 12:12:44 AM
Ya I can't even last 1 lap before a game crash on deformation server
oh that, i thought you meant something like the deformation not working right in multiplayer(minus the crashing). i just start my own server, wait for my friends to join then we all go to the track at the same time and no one crashes, yet if a friend joins late he crashes. i wonder what the cause is, does anyone have any thought as to what causes it?
Title: Re: MX Bikes beta5
Post by: Maatth4 on December 27, 2016, 08:32:33 PM
I'm happy to see the game moving.
I hope the game will still evolved!
You are doing incredible work!
Thank you!!!!!!
Title: Re: MX Bikes beta5
Post by: CSchmied986 on December 29, 2016, 12:38:38 AM
B5 is a very solid upgrade! I like that the bike feels heavier now, but the rear end still does not "dig" how it would in real life. The rear suspension should sink more on throttle for better traction, and that would help a lot in understanding and adjusting suspension. But still i huge upgrade, and got me picking up my sticks again! New series here we come  ???
Title: Re: MX Bikes beta5
Post by: al167 on December 29, 2016, 10:45:24 AM
Bugs spotted:
when you slow reverse, your right hand detaches from the handlebars whist steering. 

feedback:

physics:
I say this every beta, although this is the best mx bikes yet, I personally don't like the way the bike is controlled with predicted lean angle. it feels like I don't have control over the bike as soon as it looses any traction. I don't know if I will ever like this game because of this.

I still am pushing the devs to get rid of what must be a crazy super complicated steering system and just have a simple direct steering system with a few speed, damping and force factors just like mx sim.

Also the bike suspension physic's seem maybe little laggy compared to other mx games, Mainly when leaving up ramps or on whoops or landing off jumps, What frequency are the physics running at? can the be sped up? Maybe modifying the collision prediction system may help.


But thanks for keeping at it devs.
Title: Re: MX Bikes beta5
Post by: Asdrael on December 29, 2016, 11:04:31 AM
After running a bit of SX (my AMA tracks, both JS7 SX) on different bike models with stock settings, I can say that the suspension behaviour is much more "healthy". Less rebound, more predictable as well. The bikes also tends to stay level much more, and you can control the inclination more easily when you need to attack a section. There is less bottoming out even on stock setups, and the bike handles different jump faces better. Seat bouncing and scrubbing also seem to have more of an impact now. Lastly, the suspensions handle better being a little short or a little long on jumps and don't completly throw you off.

The traction changes (resulting from tyre and suspension model changes) also make changing rythm and hitting lines more predictable and less wide open style. As a result, it makes different lines more viable, and the big lines need to be more controlled. A bit more throttle control is needed to exit berms at high speed and stay straight though, which is fine.

In the whoops however, I'm having more troubles keeping it on two wheels. I will have to see if I can get rid of that with a proper setup, but I find myself eating half the line on the back Wheel only very often. The front end seems light, even when you cut the throttle and anticipate.

And to wrap it up, I don't know what you changed with the 450 but they have become enjoyable now. EDIT: I take it back, nop, still ridiculously too powerful :p

All in all, loving this update for the SX - it makes it more accessible but keeps it sharp enough to be the hardest thing in game atm.
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on December 29, 2016, 11:15:22 AM
I'd just like to point out two bugs that have remained, one from beta 4 and one from way back..

1. When the bike is off the ground a foot or so, say entering the rollers on the back section of Winchester, or the jump / mound after the finish line where ground clearance is very tight. If you lean the bike at just the wrong time it spins wildly, as if it thinks it's making ground contact, but obviously these forces without traction result in a sometimes 90* spin causing a crash when landing.

I'm 99% sure this bug was introduced at the same time as the stability control, but I may be wrong.

2. If you land back wheel first slightly too much, not sure on rider position, even from a low height the rider bails off no question. This is a shame as landing back wheel first letting the rear suspension soak up the impact before the riders legs / arms and then front suspension is a common technique in mx.

1 suggestion for a future beta too, although tracks should be designed with some kind of fencing, it would be nice if the bike could be automatically reset once leaving the bounds of the heightmap. This happened to me last night in a race on a custom track, and I guess as the bike was still in motion it was impossible to reset even holding reset for more than 3 seconds.
Title: Re: MX Bikes beta5
Post by: BOBR6 84 on December 29, 2016, 08:56:00 PM
Big dislike for the stability control thing.. turned off feels impossible, zero grip. so i feel forced to use it.
Title: Re: MX Bikes beta5
Post by: Asdrael on December 29, 2016, 11:41:32 PM
Regularly racing with 10+ people, no cores so far BESIDE when deformation is on and I join an ongoing session. YAY
Title: Re: MX Bikes beta5
Post by: Asdrael on December 30, 2016, 01:14:06 AM
Any chance we could have an hotfix for the deformation bug on multiplayer? If we could play with the current state of the game and online mode with deformation, we would be comfortably set to wait for the netcode improvement ;)
Title: Re: MX Bikes beta5
Post by: [GH]Cody on December 30, 2016, 02:56:19 AM
Quote from: geofanatec on December 30, 2016, 01:09:38 AM
Quote from: geofanatec on December 28, 2016, 03:38:04 PM
Can't remember exactly, but I thought PiB stated that (maybe) in beta5 the server would send paints to the clients.

Did this happen?

Guess maybe it did :)

I have default paints on server and use custom ones. BUT......when in a GTX server it only shows default stuff. SO..........this may work now.

I will now load all paints on server and we all should now see custom gear

i noticed this, when i was in your server when there was alot of people on washington, i had no custom rider paints/skins at all and i was able to see other peoples gear that they were wearing. it was nice
Title: Re: MX Bikes beta5
Post by: GDUBMX on December 30, 2016, 07:56:38 PM
Is it me or was the roost on last nights racing awesome? I was the guy doing a one hander of horsepower hill and the roost geo and sandy was kicking up was awesome!  Be even better though Piboso if it hit our goggles and hand the pelt sound!
Title: Re: MX Bikes beta5
Post by: Ruubs on December 30, 2016, 09:27:52 PM
Quote from: gdubmx on December 30, 2016, 07:56:38 PM
Is it me or was the roost on last nights racing awesome? I was the guy doing a one hander of horsepower hill and the roost geo and sandy was kicking up was awesome!  Be even better though Piboso if it hit our goggles and hand the pelt sound!
Don't know. Was leading by 30 sec. 8)

Without jokes though, the roost was awesome yes. Mud flying everywhere, looked sick!
Pelt sounds, oh yes! I want.
Title: Re: MX Bikes beta5
Post by: [GH]Cody on January 01, 2017, 05:02:18 AM
Quote from: gdubmx on December 30, 2016, 07:56:38 PM
Is it me or was the roost on last nights racing awesome? I was the guy doing a one hander of horsepower hill and the roost geo and sandy was kicking up was awesome!  Be even better though Piboso if it hit our goggles and hand the pelt sound!

it was fun eventhough me and caleb had issues going around you lol. i didnt notice any roost coming off of other riders, it seemed very little even on the muddy practice.
Title: Re: MX Bikes beta5
Post by: GDUBMX on January 01, 2017, 12:30:51 PM
I have to be the best back marker at this game, I ride a wide bike don't pay attention to blue flags etc..  Although I have played since beta 1 I'm still slow lmao!  Next time you guys ride Washington on rain follow someone up the hill and watch
Title: Re: MX Bikes beta5
Post by: GDUBMX on January 04, 2017, 08:42:29 PM
Ya know I was looking in them files too and thought the same thing
Title: Re: MX Bikes beta5
Post by: BadStar on January 08, 2017, 11:46:27 PM
The deformation is obviously a huge advancement from before! I can really see it in action in a setting like my yard replica.. The ruts become very realistic as if I am really tearing up the grass..they become deeper and better over time..so awesome!

I know it's obvious it does this on MX tracks..but to ride on what is only grass and make a rut track like real life is neat.

This pic shows off what I'm talking about.. most of this is just from riding, not molding in a 3d terrain program.

Now I think I am going to go make a flat sand or grass heightmap and see what kinda of track I can dig up with the rear tire!  :)

(http://i610.photobucket.com/albums/tt183/onlyonejourney/Ruts_zpsmbuhtuzl.png) (http://s610.photobucket.com/user/onlyonejourney/media/Ruts_zpsmbuhtuzl.png.html)
Thank you, Piboso!
Title: Re: MX Bikes beta5
Post by: GDUBMX on January 09, 2017, 12:03:38 AM
That looks awesome Badstar!  Can you upload your yard traxk?  I'd like to help you mess your garden up :)
Title: Re: MX Bikes beta5
Post by: BadStar on January 09, 2017, 12:05:29 AM
Quote from: gdubmx on January 09, 2017, 12:03:38 AM
That looks awesome Badstar!  Can you upload your yard traxk?  I'd like to help you mess your garden up :)

http://forum.mx-bikes.com/index.php?topic=1371.0


Just sign the waiver and don't come over after dark.. (at least the first time  ;))
Title: Re: MX Bikes beta5
Post by: GDUBMX on January 17, 2017, 03:52:29 PM
Piboso,

Do you guys have any new tracks coming to us soon?  I'd like to see a Piboso Millville or highpoint.

Also any news on the Las Vegas supercross track and replay buffer bug fix?  I noticed that Mxb Club suffers from it too,  pretty sure it has something to do with the over 100,000kb. Map files
Title: Re: MX Bikes beta5
Post by: BadStar on January 17, 2017, 09:06:29 PM
+1 ^



and speaking of tracks, all the updates to the older tracks are spot on.. thank you so much! (especially club and practice)
Title: Re: MX Bikes beta5
Post by: Snappe on January 18, 2017, 10:58:40 AM
Quote from: gdubmx on January 17, 2017, 03:52:29 PM
Do you guys have any new tracks coming to us soon?  I'd like to see a Piboso Millville or highpoint.

Maybe I should start a poll / thread to let the community vote on the next track...

Quote from: gdubmx on January 17, 2017, 03:52:29 PM
Also any news on the Las Vegas supercross track and replay buffer bug fix?

The Nevada track is ready, but the physics is not. We are currently trying to figure out where the problem is.
As for the replay buffer, it's not a simple fix. We're working on improving the situation, though.

Quote from: BadStar on January 17, 2017, 09:06:29 PM
and speaking of tracks, all the updates to the older tracks are spot on..

Thanks  8)
Title: Re: MX Bikes beta5
Post by: GDUBMX on January 18, 2017, 11:59:32 AM
Cheers Snappe, sounds good mate! Start the poll :D And im glad to hear you are aware of the replay buffer bug. Keep it up mate
Title: Re: MX Bikes beta5
Post by: CSchmied986 on January 22, 2017, 11:25:06 PM
Any idea when the VR.dll might be updated? Very hard to get online or read setups without seeing the text box. Also, you see double vision on your tearoffs, but thats not a huge deal.
Title: Re: MX Bikes beta5
Post by: Asdrael on January 23, 2017, 04:20:43 PM
Quote from: Snappe on January 18, 2017, 10:58:40 AM

The Nevada track is ready, but the physics is not. We are currently trying to figure out where the problem is.


I should make a video of this, but I have seen that the rider movement seems to have a delay compared to the bike movement. He doesn't seem to absorb the bike movements and shocks, but rider move with the bike and then readjust his position. That would throw the center of balance off on quick bike angle changes. Might be Worth looking into.
Title: Re: MX Bikes beta5
Post by: Asdrael on February 02, 2017, 03:07:13 PM
Just wanted to bump this with a more positive approach and giving credit to PiBoSo and Snappe.

While we know there are some issues still (netcode wru :p), and that there always are ways to improve tyre and suspensions physics, they are much, much better than what most of us think.

After spending ages in BikeEd and coming up with geometries and settings that are, afaik prove me wrong if I am, extremely close to reality, the grip with stock tyres is very good and quite realistic. It should still imo slide more gradually and controllably because of the way dirt packs, but it's much better than what we've given you guys credit for. The suspension update was also a leap forward.

So congratulations and thank you on that.

What we need to do as modders is work on our understanding and implementation of geometries. Because I'll say it as I think it is - we have to tools to make it work really well, much better than the actual state of things.

(And because I need to bitch anyway, please get GeoTyre's v1.4 tyre values for everything beside dry dirt tyvm - I'll bother him for a 1.5 soon enough :p ).

Title: Re: MX Bikes beta5
Post by: StoneRider on February 04, 2017, 03:50:39 PM
Quote from: Asdrael on February 02, 2017, 03:07:13 PM
Just wanted to bump this with a more positive approach and giving credit to PiBoSo and Snappe.

While we know there are some issues still (netcode wru :p), and that there always are ways to improve tyre and suspensions physics, they are much, much better than what most of us think.

After spending ages in BikeEd and coming up with geometries and settings that are, afaik prove me wrong if I am, extremely close to reality, the grip with stock tyres is very good and quite realistic. It should still imo slide more gradually and controllably because of the way dirt packs, but it's much better than what we've given you guys credit for. The suspension update was also a leap forward.

So congratulations and thank you on that.

What we need to do as modders is work on our understanding and implementation of geometries. Because I'll say it as I think it is - we have to tools to make it work really well, much better than the actual state of things.

(And because I need to bitch anyway, please get GeoTyre's v1.4 tyre values for everything beside dry dirt tyvm - I'll bother him for a 1.5 soon enough :p ).

FINALLY !!!! PUTAIN OUI
Title: Re: MX Bikes beta5
Post by: StoneRider on February 04, 2017, 03:58:15 PM
But, i don't know how it is possible that you had to find it out by yourself. i mean... no track editor.. OK. but can we at least have a proper tutorial for all this ? can we have a website with all explanations of everything we can modify and how to do it properly ? and a list of what we shouldn't touch ?

And please don't give me this link --> http://forum.mx-bikes.com/index.php?board=12.0
or this one --> http://docs.piboso.com/wiki/index.php/Main_Page (still waiting for the Bikeed section...)


Just sayin'  :)
Title: Re: MX Bikes beta5
Post by: Ruubs on February 07, 2017, 10:50:34 PM
Beta 5 is just awesome. I´m enjoying it in singleplayer a lot, while I normally don´t like these kind of games on my own. The feeling of the game is incredible. It feels like I´m actually on the track. The bike handles great, loving the feel of it. The mods people make are incredible too, the tracks, bikes and skins are getting better each time. I love how everything is shaping up.

On a side note Piboso. You´ve probably already read the (new?) bugs from beta 5? There's some weird air bug on lower jumps and when you land on your rear wheel a little too far you'll fall off. I don't think anyone made a video of this just yet, so I thought about making a quick one, that might help you with fixing these.

https://www.youtube.com/v/KRQROeZE2u0

Also, how's multiplayer fixes going so far? I see you're fixing up some bugs with penalties and results, sounds good! :)

Youtube video is private btw. So only people on this forum (which probably know about these bugs) will see the video. No bad advertising from me! ;)
Title: Re: MX Bikes beta5
Post by: PiBoSo on February 08, 2017, 12:52:01 AM
Quote from: Sandbiter on February 07, 2017, 10:50:34 PM
On a side note Piboso. You´ve probably already read the (new?) bugs from beta 5? There's some weird air bug on lower jumps and when you land on your rear wheel a little too far you'll fall off. I don't think anyone made a video of this just yet, so I thought about making a quick one, that might help you with fixing these.

Youtube video is private btw. So only people on this forum (which probably know about these bugs) will see the video. No bad advertising from me! ;)

Thank you for the report.
Title: Re: MX Bikes beta5
Post by: rc4187 on February 08, 2017, 02:53:24 AM
I think you should use stock bikes when re-creating bugs. Could very well be something we modders are messing up.
Title: Re: MX Bikes beta5
Post by: Ruubs on February 08, 2017, 07:32:32 AM
Quote from: rc4187 on February 08, 2017, 02:53:24 AM
I think you should use stock bikes when re-creating bugs. Could very well be something we modders are messing up.
I thought about that once I uploaded the video to YouTube. I figured the same bugs happen on stock bikes, so I just went with it.
Next time I'll use stock bikes.
Title: Re: MX Bikes beta5
Post by: Asdrael on February 08, 2017, 09:16:39 AM
The two main bugs are indeed heavy rear landing inducing a dismount (even worse when seating) ; and the rear tyre griping while you don't feel the collision. For this last one, it seems like the collision box of the tyre is smaller than its collision radius or something - or maybe the initial grip with very low weight on the tyre is too high.

And I'm glad of what I see in the dev thread. Looking like the right direction.

Quote* GPB / WRS / KRP / MXB: multiplayer debug
Quote* GPB / WRS / KRP / MXB: more work to improve netcode
Quote* GPB / WRS / KRP / MXB: started work on a change to the server browser interface

For the server browser interface, let us know if you need a compiled suggestion thread for that. I know there has been suggestions all over the place, can try compiling now.
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on February 08, 2017, 09:20:25 AM
The bug that gets me the most is the whole bike violently spinning in the air when a foot or so off the ground. Is that's what you're referring to Asdrael? I keep meaning to grab a video, after all it happens at least once every time I play.

Some kind of collision radius could explain it, and what I'm talking about came in with b4.
Title: Re: MX Bikes beta5
Post by: Asdrael on February 08, 2017, 09:22:26 AM
Quote from: TFC on February 08, 2017, 09:20:25 AM
The bug that gets me the most is the whole bike violently spinning in the air when a foot or so off the ground. Is that's what you're referring to Asdrael? I keep meaning to grab a video, after all it happens at least once every time I play.

Yep. From replays, it looks like the tyre is gripping suddenly while barely touching the group and barely any weight on it. Happens easily on JS7 compound when scrubing the sand hills - catch the side of a "sand wave" and WEEEEEE
Title: Re: MX Bikes beta5
Post by: Ruubs on February 08, 2017, 12:20:18 PM
Quote from: Asdrael on February 08, 2017, 09:22:26 AM
Quote from: TFC on February 08, 2017, 09:20:25 AM
The bug that gets me the most is the whole bike violently spinning in the air when a foot or so off the ground. Is that's what you're referring to Asdrael? I keep meaning to grab a video, after all it happens at least once every time I play.

Yep. From replays, it looks like the tyre is gripping suddenly while barely touching the group and barely any weight on it. Happens easily on JS7 compound when scrubing the sand hills - catch the side of a "sand wave" and WEEEEEE
Is that the bug that I showed in the video? Sounds the same. Feels like the rear tire hits the ground while it's a foot off. Kinda scary to scrub or whip on small jumps.

I get this bug on JS7 compound, just like Asdrael said. Also on the TNMX inside single after the finish line jump and on Winchester on the weird jump after the finish line and before the pits. All jumps where you're not coming of the ground a lot.
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on February 08, 2017, 01:26:25 PM
No, the bug I'm talking about happens when both wheels are off the floor and you're holding bike lean either left or right.

Example:

You come over the step down then step up on Winchester, 180 corner then in to the snake run. When coming out there is a roller. Because you are in a corner you're steering. If you steer over that roller and both wheels come off the floor the bike does a rapid 90* turn, sometimes more in the air.
Title: Re: MX Bikes beta5
Post by: StoneRider on February 08, 2017, 01:28:46 PM
Quote from: TFC on February 08, 2017, 01:26:25 PM
No, the bug I'm talking about happens when both wheels are off the floor and you're holding bike lean either left or right.

Example:

You come over the step down then step up on Winchester, 180 corner then in to the snake run. When coming out there is a roller. Because you are in a corner you're steering. If you steer over that roller and both wheels come off the floor the bike does a rapid 90* turn, sometimes more in the air.

I think it's fixed. I'm pretty sure i saw this in the Daily Developement.
Title: Re: MX Bikes beta5
Post by: StoneRider on February 08, 2017, 01:32:14 PM
Quote from: Philian on February 08, 2017, 01:28:46 PM
* GPB / WRS / KRP / MXB: fixed the replay rotation bug. Example of before and after: http://www.youtube.com/watch?v=AtaAUb23V4E ( please forget the rider animations... That's another bug )

Or may be not... :/
Title: Re: MX Bikes beta5
Post by: pacopastor34 on February 08, 2017, 02:24:06 PM
Quote from: StoneRider on February 08, 2017, 01:32:14 PM
Quote from: Philian on February 08, 2017, 01:28:46 PM
* GPB / WRS / KRP / MXB: fixed the replay rotation bug. Example of before and after: http://www.youtube.com/watch?v=AtaAUb23V4E ( please forget the rider animations... That's another bug )

Or may be not... :/

I think it was fixed for beta 6 and I hope so
Title: Re: MX Bikes beta5
Post by: 𝖙𝖋𝖈 on February 08, 2017, 03:21:07 PM
Yeah I got my hopes up when I saw that too :(
Title: Re: MX Bikes beta5
Post by: CSchmied986 on February 09, 2017, 02:56:03 AM
Is it me, or is ALL of the bike weight directly over the footpegs? I've just noticed how light the front and rear and always seem, and when going off jumps, in air, etc. the bike seems to want to spin violently around i'ts center, has a 'rocking horse' effect, and can be quite unpredictable. And instead of leading with the front wheel, it almost looks like it is dragging the front wheel around the corner.  ???
Title: Re: MX Bikes beta5
Post by: Asdrael on February 09, 2017, 09:50:04 AM
Quote from: NorCal 986 on February 09, 2017, 02:56:03 AM
Is it me, or is ALL of the bike weight directly over the footpegs? I've just noticed how light the front and rear and always seem, and when going off jumps, in air, etc. the bike seems to want to spin violently around i'ts center, has a 'rocking horse' effect, and can be quite unpredictable. And instead of leading with the front wheel, it almost looks like it is dragging the front wheel around the corner.  ???

Bikewise, around 60% of the mass is centered around the engine, 25% around the front fork, 15% around the rear swingarm for a total of around 100kg. Then you have 80kg of rider whose mass is centered around his hips, but you can move that around. I find that this leading with the "front wheel" effect depends on geometry, setup and rider attitude in turns. The Kawa 450F that was just released for example, requires you to rely on your rear wheel to exit turns while the Yamaha is much more balanced. Trying stuff out, I also made some more front wheel oriented stuff. However the center of mass is placed arbitrarily so of course improvemens can be made there.

Quote from: geofanatec on February 09, 2017, 03:06:44 AMWill say, the overall weight is 50-60 lbs lower than real life though (if mass = kg).
Front mass from the .geom file is in kg and is exact, for MSM (2014 sxf) as for the "OEM" models. Keep in mind you need to add 10+7.5 for wheels and that the .cfg has the dry mass, while manufacturers give wet mass. So you need to add (17.5+ Fuel Capacity * 0.74) to the sum of masses you find in the .cfg.
Title: Re: MX Bikes beta5
Post by: CSchmied986 on February 10, 2017, 01:41:27 AM
It may have noting to do with weight at all, and is probably all about physics, like when you're turning going off of jumps and the bike snaps back the other way, or sometimes while moving the rider in the air, he will just snap into the opposite direction or even turn upside down.
Title: Re: MX Bikes beta5
Post by: CSchmied986 on February 18, 2017, 02:54:33 AM
Any ideas on how to fix the "oculus.dll' text problem? It works great, but can just be a nightmare when trying to get online, chat, work with setups, etc.
Title: Re: MX Bikes beta5
Post by: PiBoSo on February 18, 2017, 10:10:02 AM
Quote from: NorCal 986 on February 18, 2017, 02:54:33 AM
Any ideas on how to fix the "oculus.dll' text problem? It works great, but can just be a nightmare when trying to get online, chat, work with setups, etc.

The bug is in the engine, not the Oculus DLL.
This problem should be fixed in the next MXB release.
Title: Re: MX Bikes beta5
Post by: StoneRider on February 18, 2017, 12:52:31 PM
Quote from: PiBoSo on February 18, 2017, 10:10:02 AM
Quote from: NorCal 986 on February 18, 2017, 02:54:33 AM
Any ideas on how to fix the "oculus.dll' text problem? It works great, but can just be a nightmare when trying to get online, chat, work with setups, etc.

The bug is in the engine, not the Oculus DLL.
This problem should be fixed in the next MXB release.

The oculus problem ? or the bike spinning problem ?

I mean... you don't answer us for a major behavior bug ? and you answer for an oculus problem ? i really don't get it... i hope i misunderstood something.
Title: Re: MX Bikes beta5
Post by: PiBoSo on February 18, 2017, 02:46:29 PM
Quote from: StoneRider on February 18, 2017, 12:52:31 PM
Quote from: PiBoSo on February 18, 2017, 10:10:02 AM
Quote from: NorCal 986 on February 18, 2017, 02:54:33 AM
Any ideas on how to fix the "oculus.dll' text problem? It works great, but can just be a nightmare when trying to get online, chat, work with setups, etc.

The bug is in the engine, not the Oculus DLL.
This problem should be fixed in the next MXB release.

The oculus problem ? or the bike spinning problem ?

I mean... you don't answer us for a major behavior bug ? and you answer for an oculus problem ? i really don't get it... i hope i misunderstood something.

The Oculus problem is ( hopefully ) already solved, so the fix can be announced.
Debugging of the bike physics hasn't even started yet.
Title: Re: MX Bikes beta5
Post by: StoneRider on February 18, 2017, 03:08:47 PM
Quote from: PiBoSo on February 18, 2017, 02:46:29 PM
Debugging of the bike physics hasn't even started yet.

Well... at least here is an info.