MX Bikes Official Forum

General Category => General Discussion => Topic started by: GDUBMX on March 28, 2017, 04:15:21 PM

Title: Developer questions
Post by: GDUBMX on March 28, 2017, 04:15:21 PM
Developer questions:

Hi Piboso, first off I just wanna thank you guys for beta 6. Loving the new suspension tweaks and the huge chassis flex settings. The proof is in the Pudding with the new wave of players. So good job!

Questions, when will we see the debut of Vegas supercross that you are working on? I mean we can all throw down on the supercross track built already.

Also Snappe, did you decide which track you were going to build yet. I think unadilla mate :)
Title: Re: Developer questions
Post by: PiBoSo on March 28, 2017, 09:30:30 PM
Quote from: GDUBMX on March 28, 2017, 04:15:21 PM
Questions, when will we see the debut of Vegas supercross that you are working on? I mean we can all throw down on the supercross track built already.

Snappe is working on the supercross circuit.
The physics is not ready yet: there isn't enough grip, the steer closes and the real-scale whoops are still almost impossible to ride.
Title: Re: Developer questions
Post by: GDUBMX on March 28, 2017, 10:11:46 PM
Quote from: PiBoSo on March 28, 2017, 09:30:30 PM
Quote from: GDUBMX on March 28, 2017, 04:15:21 PM
Questions, when will we see the debut of Vegas supercross that you are working on? I mean we can all throw down on the supercross track built already.

Snappe is working on the supercross circuit.
The physics is not ready yet: there isn't enough grip, the steer closes and the real-scale whoops are still almost impossible to ride.

Thats awesome, Piboso please post a video of you hitting those whoops haha :)
Title: Re: Developer questions
Post by: Braap570 on March 29, 2017, 02:15:19 PM
piboso, what do you mean with that?!
Quotethere isn't enough grip

so grip generally? i just have the thought that e.g. if you have to jump from table top to top in sx or on and off of a table, and you just hit the acceleration button your frontwheel goes so much up in the air... same thing if you hit tripple tripple combinations... so for me its like too much grip sometimes?!
Title: Re: Developer questions
Post by: Asdrael on March 29, 2017, 02:27:05 PM
I am currently more inclined to think that the apparent lack of grip on the stock tyres and bikes comes from a weight distribution issue, and the uncontrolable slides from an overestimated long grip parameter.

Can't disagree for the real size whoops tho. I have a test track with those and well... Lol. We aren't too far off though, amateur size/shape whoops are ok and that is only 20%off. What makes or breaks a tough whoops line is the first one... Which is very often scaled smaller and/or mellower (irl too).
Title: Re: Developer questions
Post by: Ruubs on March 29, 2017, 07:22:31 PM
Quote from: PiBoSo on March 28, 2017, 09:30:30 PM
The physics is not ready yet: there isn't enough grip, the steer closes and the real-scale whoops are still almost impossible to ride.
Steer closes? What do you mean by that?
Do you mean that once the front wheel is in the air the handlebars don't have any resistance and turn very very quickly? In real life that would make sense I guess, but I don't like it in game that much. A lot of washouts because of a small wheelie and then landing your front wheel turned.

Talking about wheelie, steering and whoops.. I'm still missing the feature of being able to control the bike in a wheelie. There's no way we can turn while doing a wheelie now, is there? I'm sure this would help in the whoops as well.
Title: Re: Developer questions
Post by: Asdrael on March 31, 2017, 04:24:06 PM
You can turn decently in the whoops using rider lean, and if you have a high direct steer, slightly pushing your stick too.

PiBoSo, after trying a ton of things I'm really starting to think that the problems we see with the "physics" now are in (a large) part due to the rider movement (if his graphical rendering is 1:1 with his center of gravity position). In the whoops or big landings, he soaks the hits waaay too slowly, meaning the suspensions have to work much harder and you get thrown off/rebound wierdly. As for the grip when the bike is moving around, the rider not having a smooth enough and big enough range of movement just makes it that much harder on the bike and tyres.

Bottom line and as mentioned in another thread - his range of movement should be bigger, his arms and legs "suspensions" work more smoothly (absorbing big hits way quicker and better, letting the bike move under him more), he should react faster to inputs and having manual lean on should NOT prevent him from making anything considered natural movement (like letting the bike move or leaning forward in slopes for example).
Title: Re: Developer questions
Post by: Wedgewood on March 31, 2017, 05:02:50 PM
Quote from: Asdrael on March 31, 2017, 04:24:06 PM
You can turn decently in the whoops using rider lean, and if you have a high direct steer, slightly pushing your stick too.

PiBoSo, after trying a ton of things I'm really starting to think that the problems we see with the "physics" now are in (a large) part due to the rider movement (if his graphical rendering is 1:1 with his center of gravity position). In the whoops or big landings, he soaks the hits waaay too slowly, meaning the suspensions have to work much harder and you get thrown off/rebound wierdly. As for the grip when the bike is moving around, the rider not having a smooth enough and big enough range of movement just makes it that much harder on the bike and tyres.

Bottom line and as mentioned in another thread - his range of movement should be bigger, his arms and legs "suspensions" work more smoothly (absorbing big hits way quicker and better, letting the bike move under him more), he should react faster to inputs and having manual lean on should NOT prevent him from making anything considered natural movement (like letting the bike move or leaning forward in slopes for example).

Agreed
Title: Re: Developer questions
Post by: GDUBMX on April 04, 2017, 09:53:20 AM
Morning Piboso/Snappe

Can you tell us what progress you've made with the current netcode/super bunny hop glitch which is present with b6?

Does Snappe have any plans to introduce a modern motocross rider model which represents 2012/2018 as opposed to the current one (no offence) which represents a 1980s/90s one. Specifically his tight clothing almost skin tight leather appearance and that 1970 bmx helmet model. You have multiple choices in GP Bikes which is awesome, same with the animations. It would be cool to choose between a smooth style maybe the default one now which is tweaked and a aggressive one with some swag etc. Personally I don't want to use this example but I will, mx vs atv sometimes you see some leg swag over jumps etc or mxgp your leg can get hung up in a rut and come off the peg. If you want reference then check out the Stewart brothers, they start to dab while still in the air when landing which looks awesome, and often you may see a rider throw his leg out a certain way if he has crossed rutted and is heading off course. I'd love to see these little touches, especially a tear off animation etc. I understand physics are first and foremost but it would be cool none the less. Appreciate it guys, thank you.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on April 04, 2017, 10:05:48 AM
Would also like to know how the netcode is progressing.. The word 'netcode' seems to have slipped off the daily dev. Has it been replaced by 'memory optimisation'?
Title: Re: Developer questions
Post by: Snappe on April 04, 2017, 05:50:18 PM
Quote from: GDUBMX on March 28, 2017, 04:15:21 PM
Questions, when will we see the debut of Vegas supercross that you are working on?
Also Snappe, did you decide which track you were going to build yet
Nevada hopefully next beta... It's certainly rideable but generally a little too rage-inducing with the current physics.
Speaking of which: https://youtu.be/WMEeXfD-ScU (https://youtu.be/WMEeXfD-ScU)

The other new track is going to be Mantua as it's quite a quick one to make.

Quote from: Asdrael on March 31, 2017, 04:24:06 PM
I'm really starting to think that the problems we see with the "physics" now are in (a large) part due to the rider movement
Yeah we are aware of this and I agree with your points. Rider movement is something we're going to look at.

Quote from: GDUBMX on April 04, 2017, 09:53:20 AM
Can you tell us what progress you've made with the current netcode/super bunny hop glitch which is present with b6?
Does Snappe have any plans to introduce a modern motocross rider model
You'll have to wait a bit for more netcode fixes as we're currently working on KRP 1.0, it's long overdue I'm afraid. But don't forget that work done on KRP usually benefits MXB.
Yes I will be modifying the rider model. Animations are being tweaked with every new beta and will improve over time.
Title: Re: Developer questions
Post by: Ruubs on April 04, 2017, 05:57:54 PM
Awesome Snappe!

A little suggestion for the SX track, make the bales either non collidable or some sort of 'ride through collision'. Having concrete bales isn't the best, especially not on a tough SX track.
Title: Re: Developer questions
Post by: GDUBMX on April 04, 2017, 06:00:02 PM
Snappe you are a legend mate, that nevada looks brilliant! Really amazing shit there man wow. And thank you for the info, really appreciate it!

Now all we need is a member of anonymous to hack the Piboso studio and download that track.. :) or feel free to let us all beta test it now!
Title: Re: Developer questions
Post by: Asdrael on April 04, 2017, 06:15:39 PM
Thanks for the update. The track looks fine, I'm guessing taking the obstacles at anything other than the intended speed throws you off? They looks "sharp" in their transition, and the virtual rider doesn't like sharp a lot. He's slow :P (interested in knowing which software you use to build tracks though. Still not fully satisfied with PS, nor with Earthsculptor).

And yeah, would be great to have "soft" bales that you can ride through but they slow you immensely. Or go all the way and make them movable objects :P
Title: Re: Developer questions
Post by: GDUBMX on April 05, 2017, 05:31:28 PM
Piboso/Snappe would it be possible for you guys to draw up a development roadmap? I mean alot of development teams use them now and they are a great way to see what's happening in the future, I suppose with 4 projects on the go its a bit hard but it would be cool none the less. Cheers
Title: Re: Developer questions
Post by: BadStar on April 05, 2017, 05:50:43 PM
Wow, that track looks so good!!
Title: Re: Developer questions
Post by: GDUBMX on April 08, 2017, 09:30:42 AM
Quote from: geofanatec on April 08, 2017, 02:27:26 AM
Maybe stupid question, but lot of work for heightmap stuff......Including "marbles"?

What are these?

I wondered this, as far as I'm aware they are the little blacks balls/buildup of tarmac created on a tarmac race course.
Title: Re: Developer questions
Post by: teeds on April 08, 2017, 11:27:06 AM
Marbles are the little pieces of rubber that come off tyres as they wear on tarmac, it builds up a visible margin off the racing line, it's not good if you get on them. Look on the right in the pic -

(http://media.gizmodo.co.uk/wp-content/uploads/2012/06/marblesf1.jpg)

Not a feature in MX.

Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on April 09, 2017, 11:36:46 AM
Quick question about the latest daily dev. Great to see the heightmap and memory optimisation work is complete, questions are:

1. Is memory optimisation to do with netcode?

2. Seeing as these both seem to be considerably good / important fixes, are we likely to see an update hotfix, like a 6b?

I understand krp is the main focus at the moment, but please don't take the momentum mxb is going through right now for granted. We've had a big intake of players, servers are being used nightly, and some of the bigger mx sim YouTubers are really getting in to it.

All I'm saying is it's going in a great direction, people have never been happier with the development and I wouldn't want to see that come to a halt because it doesn't get updated for 6 months.
Title: Re: Developer questions
Post by: PiBoSo on April 09, 2017, 04:11:24 PM
Quote from: TFC on April 09, 2017, 11:36:46 AM
Quick question about the latest daily dev. Great to see the heightmap and memory optimisation work is complete, questions are:

1. Is memory optimisation to do with netcode?

2. Seeing as these both seem to be considerably good / important fixes, are we likely to see an update hotfix, like a 6b?

I understand krp is the main focus at the moment, but please don't take the momentum mxb is going through right now for granted. We've had a big intake of players, servers are being used nightly, and some of the bigger mx sim YouTubers are really getting in to it.

All I'm saying is it's going in a great direction, people have never been happier with the development and I wouldn't want to see that come to a halt because it doesn't get updated for 6 months.

1. It has a lot to do with multiplayer. Specifically, when loading multiple instances of the same model.

2. There are no plans for a hotfix. Next step: Beta7. Hopefully the interval between Beta6 and 7 will be roughly the same as between 5 and 6.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on April 09, 2017, 05:40:50 PM
Ok, good to know, thanks :)
Title: Re: Developer questions
Post by: CSchmied986 on April 26, 2017, 05:56:51 AM
I've got a couple questions.

1. So there is a problem with ATI/AMD graphics cards which cause FPS drop? If so, is there a fix in the works? I feel like I have quite a lot of power to be getting 30-50 FPS.

2. Pretty sure I saw that there was a VR update? What would that consist of, and might any of these fixes/ changes be coming anytime soon?
Title: Re: Developer questions
Post by: GDUBMX on April 26, 2017, 09:01:01 PM
How's things coming along Piboso?
Besides the mod launcher support
Have you done any work to the physics and fixed the netcode at all?
Title: Re: Developer questions
Post by: PiBoSo on April 26, 2017, 09:51:15 PM
Quote from: GDUBMX on April 26, 2017, 09:01:01 PM
How's things coming along Piboso?
Besides the mod launcher support
Have you done any work to the physics and fixed the netcode at all?

As Snappe already stated, the focus is now 100% on a long overdue KRP Steam release.
Title: Re: Developer questions
Post by: pacopastor34 on April 27, 2017, 01:36:20 AM
Quote from: PiBoSo on April 26, 2017, 09:51:15 PM
Quote from: GDUBMX on April 26, 2017, 09:01:01 PM
How's things coming along Piboso?
Besides the mod launcher support
Have you done any work to the physics and fixed the netcode at all?

As Snappe already stated, the focus is now 100% on a long overdue KRP Steam release.

Good to hear that
Title: Re: Developer questions
Post by: GDUBMX on April 27, 2017, 10:54:20 AM
Hmm OK. That's fair enough.

So what happens when the krp steam release is done? Will you then focus on gpb and mxb? Or will you prioritise krp over everything else? In an ideal world we'd like you to succeed at the steam release and not be bogged down by release day patches and what not, and be able to then put that to bed and focus on mxb/gpb until one of them is ready for steam.

When do you imagine Krp will be out Piboso?
Title: Re: Developer questions
Post by: PiBoSo on April 27, 2017, 11:42:54 AM

Apologies for the wait.

Please note that some of the work being done now will be useful for MX Bikes, too. Especially considering that a MXB Steam release is planned.
Also, Beta6 has been released exactly 84 days after Beta5. There still are 42 days left to be consistent with the estimated update schedule.
Title: Re: Developer questions
Post by: BadStar on April 27, 2017, 10:23:53 PM
Just release "Nevada" on day 43! We won't complain a bit!







Title: Re: Developer questions
Post by: Alex on May 10, 2017, 09:16:28 PM
bit off topic but i would choose to have the'netcode' fixed over anything for sure. with the physics how they are now  and just being able to bang bars and race without any jumping around would be really awesome. its probably the one thing im just not siked on.
Title: Re: Developer questions
Post by: Midbeck on May 21, 2017, 07:57:03 PM
I might have missed something but is the development of MXB on hold until/some time after the release of KRP on steam? Been quiet in the dev thread for quite some time.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on May 21, 2017, 08:30:14 PM
I remember either Pib or Snappe saying something like 'it hasn't been as long as the wait from b3 to b4 so we still have time'..

Can't remember if it was 3 - 4 but I think the longest gap was just under a year :(
Title: Re: Developer questions
Post by: PiBoSo on May 21, 2017, 10:45:42 PM
Quote from: geofanatec on May 21, 2017, 08:13:48 PM
But ya, if this ever ends we may get another beta one day

Way to keep up the positivity!  :P
Unless, in the next few days, I die or I suddenly become unable to work, this WILL end  :)
Title: Re: Developer questions
Post by: PiBoSo on June 01, 2017, 12:25:08 AM
Quote from: geofanatec on June 01, 2017, 12:18:49 AM
Quote from: PiBoSo on May 21, 2017, 10:45:42 PM
Quote from: geofanatec on May 21, 2017, 08:13:48 PM
But ya, if this ever ends we may get another beta one day

Way to keep up the positivity!  :P
Unless, in the next few days, I die or I suddenly become unable to work, this WILL end  :)

Well it's been way more than "the next few days".  ;)

:-[

Quote
But, at least your still alive :)

Not sure  :-\
Title: Re: Developer questions
Post by: PiBoSo on June 01, 2017, 12:15:54 PM
Actually the "misc tasks" have more to do with fixing all the bugs of the latest features / improvements, and checking that everything is more or less ready for release ( spoiler alert: it will be released anyway, with several known problems, because there is no time to fix everything :'( ).
Steam integration has been completed roughly a week ago.
Title: Re: Developer questions
Post by: Mace-x on June 01, 2017, 05:23:36 PM
Nice to hear that!  :)
hopefully you can release it soon, i dont really play krp but you´ll have my buy of course, hopefully steam hepls funding the development, good luck pibs!  :)
Title: Re: Developer questions
Post by: Ruubs on June 01, 2017, 06:41:22 PM
I'm about to buy a racing wheel. Might pick up KRP as well.

Aren't you afraid to get bad reviews because of the multiplayer experience? Or is KRP better than MXB multiplayer wise?
Title: Re: Developer questions
Post by: PiBoSo on June 01, 2017, 09:55:57 PM
Quote from: Sandbiter on June 01, 2017, 06:41:22 PM
Aren't you afraid to get bad reviews because of the multiplayer experience? Or is KRP better than MXB multiplayer wise?

The KRP multiplayer is ( or should be ) better than the MXB one.
Regardless, I don't care much about the reviews or, in general, how KRP will sell on Steam.
As long as it generates enough money to continue to work, I am happy.
The real goal is to release MXB on Steam. Which is, in my opinion, the only potential golden eggs goose.
Title: Re: Developer questions
Post by: CSchmied986 on June 01, 2017, 11:39:54 PM
It is kinda funny when it looks like someone jumps 600 ft though  ;D
Title: Re: Developer questions
Post by: PiBoSo on June 01, 2017, 11:57:08 PM
Quote from: geofanatec on June 01, 2017, 11:16:27 PM
Quote from: PiBoSo on June 01, 2017, 09:55:57 PM
The real goal is to release MXB on Steam. Which is, in my opinion, the only potential golden eggs goose.

(http://25.media.tumblr.com/b02d93b41cc4d345d01022c73070fd6a/tumblr_my8oek4nBZ1qgghb8o4_r2_250.gif)

LOL
Not as it is now, of course  :)
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on July 03, 2017, 05:40:51 AM
Just wondering what happened to the daily development? No updates since June 16th :(
Title: Re: Developer questions
Post by: GDUBMX on July 03, 2017, 09:34:58 AM
Not sure if this helps or not but in a conversation with Piboso direct through steam he expressed how much more time the Krp steam release was taking. Not any consolation I know but at least we know..

I imagine there is a ton of crap steam require before a non early access release.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on July 13, 2017, 11:21:55 PM
Congrats on releasing KRP V1 PiBoSo! Hope it achieves what you need it to ;)
Title: Re: Developer questions
Post by: Mace-x on July 13, 2017, 11:29:22 PM
Congratulations! ;D

(https://i.imgur.com/FvRcME0.gif)
Title: Re: Developer questions
Post by: Mace-x on July 13, 2017, 11:57:51 PM
Quote from: PiBoSo on July 13, 2017, 11:30:00 PM
Standalone only.
Still waiting for the Steam review of the submitted build  :-\

hopefully will be on soon!  :)
Title: Re: Developer questions
Post by: BadStar on July 14, 2017, 01:59:20 PM
KRP made it to steam boooys!! Woot

Awesome pins.

Will buy a copy after I get home from work!!
Title: Re: Developer questions
Post by: GDUBMX on July 17, 2017, 06:19:09 PM
OK so, having downloaded the new version of krp I noticed that things I suggested a while back for Mxb which were never answered have made it into krp.. For example tool tips, I made a suggestion to add them over each setting and there was never an answer.. Goad to see they made into that game though.

2nd thing is, how come mxb and krp already have steam conversion pages ready and not gpb or wrs? I don't mind as I'm an mxb guy but the wishful thinker would think mxb steam release is closer than expected...
Title: Re: Developer questions
Post by: Braap570 on July 21, 2017, 03:00:34 PM
one question to krp... at the krp homepage when u click on stats, and then whatch the servers, are there only the servers if you buy krp NOT at steam? or does it show every server? because it looks like nobody plays krp only too :(
Title: Re: Developer questions
Post by: CSchmied986 on July 21, 2017, 05:11:50 PM
Steam doesn't build hero's overnight. KRP has only been on there about 5 minutes, so it will take some time to build momentum.
Title: Re: Developer questions
Post by: PizzaChet on July 21, 2017, 06:42:34 PM
What marketing or hype was there? Were there any teaser vids or anything?
Title: Re: Developer questions
Post by: BadStar on July 22, 2017, 01:19:28 AM
They are working on the jump start/DQ bug for online racing in krp. Yayay, mxb will enjoy the same at some point.
Title: Re: Developer questions
Post by: CSchmied986 on July 22, 2017, 01:41:34 AM
There has been a lot of updates, but it would be nice to hear from the developers and when we could expect the next update to come. MXB has been getting pretty quiet lately.
Title: Re: Developer questions
Post by: BadStar on July 22, 2017, 03:56:05 AM
quiet??


As EXPECTED!

I really don't understand the issue.. it should be very obvious that they have just released one of their games on steam. A gaming platform that they are not at all accustom to.

*The sales are probably coming in faster than ever
*The bug reports are too
*The refunds are as well
*welcome to steam
----------------------------
Oh and look, steam provides easy service to push updates..

guess what???

They are pushing updates more frequent then ever!

---------------------------------------------------------------------------
so...

They SHOULD be quiet on other projects and learn and work on steam/krp to better the MXB launch.

As stated by the devs themselves, MXBIKES IS THE GEM!! 

Please wake up to this reality, its a GOOD QUIET.

---------------------------------

also, take 5 min to investigate steam a little and you will see that MX-Bikes IS going to get better and thanks to KRP lessons..

EASY, OBVIOUS
Title: Re: Developer questions
Post by: GDUBMX on July 22, 2017, 10:16:32 AM
I know this isn't much but.. Piboso presence on steam recently has been insane, giving me the chance to actually chat to him on there quite a bit. And he told me some info which is cool, mx bikes is the total next project to take the main stage, steam produced some unknown bugs in krp and hr had no choice but to fix them and do good on his end to the people who invested in krp on steam (all fair enough as we would expect the same treatment) he told me once the Krp steam thing smooths out then mxb is back on track to be the next steam release. Plus I was wasting his time asking him some tech questions about the dynamics of rubber build up on wrs lol.

Maybe Piboso is finally taking the approach of one game at a time, krp being the closest to ready hence the steam release, then mxb, I'm guess gpb has been and quite possibly is the most problematic.

Either way we have been in this situation before and we can do it again, honestly guys let's stand by Piboso and his team and support whatever choice they make (unless it's total bs like the revolt that happened leading to beta 6s release) remember what happen in that situation?

We were done with waiting and needed a fix Piboso clearly just wasn't ready on tackling, we kinda called him out to the point where he pulled the plug on daily updates and gave us a choice in which we surprised him. He did good on his end and delivered, no not the solid netcode we all still want but a much more improved all round netcode with less bugs.

Moral of the story is, we are the foundation of this games future and need to support Piboso with our patience and content etc. I'm sure we'll get updates very soon....
Title: Re: Developer questions
Post by: Ruubs on July 22, 2017, 12:18:04 PM
I agree with both BadStar and GDUBMX.

On another hand, I'm kind of worried Mx Bikes will be released too early and still not feel like 'real motocross'. It still isn't loose enough and we can't push yet. I'm really looking forward to the release though.

@PizzaChet
I like your signature.
Title: Re: Developer questions
Post by: GDUBMX on July 22, 2017, 12:56:57 PM
And I totally agree with you Sandy,

Its still not at that level of loose enough. Still holds a rigid , timid like feel, you can wind it out on the straights but have to granny your way round corners! Lol
Title: Re: Developer questions
Post by: Braap570 on July 22, 2017, 05:17:26 PM
true story guys, but because of the rider and bike "leaning" cornering etc. it feels more real than mxs, where your bike/rider is like one big thing. i love it how you can ride rollers in mxb. like surfing through it. the weight / suspension stuff should be patched so it feels like a more real feeling but as it is right now its a good beginning i think... Hopefully it will get some new updates to make it great again to play it :)


(P.S. does some of you guys have krp? does it drive well? is it worth to buy if you have project cars, assetto corsa, automobilista, wrs, rfactor 2 and raceroom?! :D:D )
Title: Re: Developer questions
Post by: Ruubs on July 22, 2017, 06:13:19 PM
I must admit that it definitely feels a lot more realistic than Mx Simulator. I don't agree with you on the rollers though. That's IMO a thing MXB lacks. Things like you can see in the following video aren't possible, or don't feel 'right' with the current physics of Mx Bikes.

https://www.youtube.com/v/sKiVK0YJhQI
Title: Re: Developer questions
Post by: Braap570 on July 22, 2017, 07:24:22 PM
yes it doesnt feel "right" but its possible to wheel a few rollers eg at redbud... (i just ment the first step is a good one in the right direction) compared to mxs.
Title: Re: Developer questions
Post by: BadStar on July 22, 2017, 07:59:43 PM
Braap..

KRP is great imo..but for what it is a "Karting Sim"

as with all of piboso sims expect fine details in the physics with no a.i. and slow growing online community.


If you have VR, then I highly recommend; KRP really shines in VR and I love it bc it feels like karting. I have an electric Italian go kart track within walking distance from my house and I will say that VR brings me right into a "realistic" feeling. Obvious that the place near my house is not the pro series karts, but point is the same.

I bought it to support the steam release/pibs and enjoy it


If no VR, maybe tweaked the FOV settings a bit and/or order yourself TrackIR
Title: Re: Developer questions
Post by: Mace-x on July 23, 2017, 05:16:22 AM
All i can say...

Go piboso, we all want the best for you, hopefully all the work you´ve put on krp pays off, i dont mind if you go one game at a time, in fact, it´s probably the best approach.

fix and polish krp so it get sales, then you can focus on mxb, gpb and wrs  :)
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on July 23, 2017, 11:51:47 PM
Shape animation? Wow..

I'm not 100% sure it's what I want to see in the daily dev log, I'd much rather see netcode or porting fixes or something, but I'm definitely fascinated.

Are we talking full animation, like waving flags, windmills, cheering people etc? Or are we talking stretchy parts for things like shocks and cables?
Title: Re: Developer questions
Post by: PiBoSo on July 24, 2017, 02:45:53 PM
Quote from: TFC on July 23, 2017, 11:51:47 PM
Shape animation? Wow..

I'm not 100% sure it's what I want to see in the daily dev log, I'd much rather see netcode or porting fixes or something, but I'm definitely fascinated.

Are we talking full animation, like waving flags, windmills, cheering people etc? Or are we talking stretchy parts for things like shocks and cables?

Do tasks really need to be dealt with in order of importance?
They will all be completed before the next update anyway.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on July 24, 2017, 02:49:41 PM
I suppose not, I just know it keeps everyone happy to see the important first :)

So how about that question? :p
Title: Re: Developer questions
Post by: PiBoSo on July 24, 2017, 02:54:51 PM

Yeah, maybe the poor developer every once in a while would like to be happy, too, tackling something different, for a change.
Especially after a soul-wrenching release on Steam.
Title: Re: Developer questions
Post by: BadStar on July 24, 2017, 11:24:08 PM
Quote from: PiBoSo on July 24, 2017, 02:54:51 PM

Yeah, maybe the poor developer every once in a while would like to be happy, too, tackling something different, for a change.
Especially after a soul-wrenching release on Steam.

Indeed.

Very happy you are doing KRP before MXB, so you know what to expect with Steam for the gem  ;)
Title: Re: Developer questions
Post by: philiaN on July 28, 2017, 09:04:09 PM
so far we had big improvements like:

beta4

stability helper

beta 5

mp with collision
offline deformation

beta 6

general game optimization (i cant remember my last game crash (offline mode) ;D)
mp deformation

also some very nasty issues like:
some quotes from tfc i tottaly agree with..

hard, soft, sand terrain... it all feels the same


QuoteWhat I don't like is how it looses grip way too easily. And it's not like the back end slips about a bit, it's more like a millimeter too much throttle on the controller and the bike does a complete 180 sending the rider flying.

I've said it before though, I think the majority of problems come from the terrain. The bike and tyre could be simulated with 100% accuracy, but if the terrain is incorrect it's going to be like riding on polished concrete with knobblys. The dirt doesn't grip you at all, and that's the fault of the dirt not the tyres.

(i guess with better terrain, its way easier to "push" the bike)

ruts & rider ejections

QuoteRight now, if your rut is slightly too deep and the bottom of the bike clips a surface it's an instant rider ejection.

Could this not just result in getting hung up in the dirt and slowed down, rather than a crash? IRL this would be more realistic.

Landing seated bug
Quote
Remnant from beta 5. When you jump higher than a meter, if you land while sitting a tad to fully on the back, you auto dismount 90% of the time. Even when landing soft as a feather.

Quoteheavy rear landing inducing a dismount (even worse when seating)

disqualify for jump start

is there any chance to see some improvements for this list in beta 7?
Title: Re: Developer questions
Post by: BadStar on July 28, 2017, 10:36:25 PM
To answer only 1 of the listed issues..i am pretty sure jump started is being fixed on krp. So I would guess the same for mxb
Title: Re: Developer questions
Post by: GDUBMX on July 29, 2017, 12:54:56 AM
Wow, krp made it all the way to steam with that same bug!? I find that hard to believe..

So where exactly does Gpb stand in all this? It was developed before m mxb wasn't it? How come that's not next? Not like I want it to be, I'm jut wondering
Title: Re: Developer questions
Post by: Ruubs on July 29, 2017, 10:53:15 AM
Is anyone forgetting this?

https://youtu.be/Gk1s7RpdQ2s
https://youtu.be/xeGXyMNRQ3k

The first 'twitch' isn't what I'm doing. It automaticly seem to get dirt traction mid air when trying to scrub over a small jump.
Title: Re: Developer questions
Post by: Mace-x on July 30, 2017, 08:14:54 AM
Quote from: Sandbiter on July 29, 2017, 10:53:15 AM
Is anyone forgetting this?

https://youtu.be/Gk1s7RpdQ2s
https://youtu.be/xeGXyMNRQ3k

The first 'twitch' isn't what I'm doing. It automaticly seem to get dirt traction mid air when trying to scrub over a small jump.

yeah, to be honest that is so freaking annoying, it seems to happen randomly or when you scrub a jump too low
Title: Re: Developer questions
Post by: philiaN on July 30, 2017, 04:34:10 PM
Quote from: Mace-x on July 30, 2017, 08:14:54 AM
Quote from: Sandbiter on July 29, 2017, 10:53:15 AM
Is anyone forgetting this?

https://youtu.be/Gk1s7RpdQ2s
https://youtu.be/xeGXyMNRQ3k

The first 'twitch' isn't what I'm doing. It automaticly seem to get dirt traction mid air when trying to scrub over a small jump.

yeah, to be honest that is so freaking annoying, it seems to happen randomly or when you scrub a jump too low

hmm, never had this problem.
Title: Re: Developer questions
Post by: Ruubs on July 30, 2017, 09:26:51 PM
Quote from: philiaN on July 30, 2017, 04:34:10 PM
Quote from: Mace-x on July 30, 2017, 08:14:54 AM
Quote from: Sandbiter on July 29, 2017, 10:53:15 AM
Is anyone forgetting this?

https://youtu.be/Gk1s7RpdQ2s
https://youtu.be/xeGXyMNRQ3k

The first 'twitch' isn't what I'm doing. It automaticly seem to get dirt traction mid air when trying to scrub over a small jump.

yeah, to be honest that is so freaking annoying, it seems to happen randomly or when you scrub a jump too low

hmm, never had this problem.
Mace is right. Seems to happen when you scrub a bit on low jumps.
Title: Re: Developer questions
Post by: joao santos 17 on July 30, 2017, 11:14:50 PM
Happens to me on washougal ,js7 and Flórida seems to be on that jumps on midle of a turn when you stay low or that was a little jump like a camel back
Title: Re: Developer questions
Post by: philiaN on August 01, 2017, 08:35:34 AM
Example for Rider Eject (that wasnt even a deep rut)

https://www.twitch.tv/videos/163563659

is it possible to fix this for b7? idk if it is the footpeg or the riders foot, but that happens too often with deformation
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on August 01, 2017, 09:34:00 AM
I dunno Phil, I have that problem but it could be the bars hitting the floor in that vid. Not sure.

Ruts: I have this problem often when making tracks and testing the deformation. As soon as one rut becomes about half a foot deep the rider is ejected. My suggestion would be to make other parts of the bike aid deformation, I.e footpegs or bounding box at the bottom of the chassis shouldn't cause an ejection when colliding with terrain in a rut, but maybe instead slow up the bike slightly.

Spinning: I've had this problem since beta 3 or 4 I think and myself and others have reported. When the bike is off the floor (both wheels airborne) by about a foot, leaning the bike causes massive random spins. At least I think it's when you lean the bike, it might be rider lean that does it. Will experiment next time I ride.
Title: Re: Developer questions
Post by: CSchmied986 on August 01, 2017, 05:16:59 PM
One thing I would like to see is the "3 second" reset button work while the bike is ghost riding. I've had many times where I've crashed and the bike rolls forever, and sometimes off the map.
Title: Re: Developer questions
Post by: BadStar on August 01, 2017, 10:47:39 PM
Quote from: NorCal 986 on August 01, 2017, 05:16:59 PM
One thing I would like to see is the "3 second" reset button work while the bike is ghost riding. I've had many times where I've crashed and the bike rolls forever, and sometimes off the map.

haha, yep.. that stability helper is working against us when we fall off the bike!
Title: Re: Developer questions
Post by: PizzaChet on August 01, 2017, 11:05:26 PM
On the contrary, if you hold the starter button on, you can get it to roll on much longer until it flops over or hits something!
Title: Re: Developer questions
Post by: philiaN on August 02, 2017, 05:08:24 AM
* WRS / MXB: added support for the new hardpack soil material layer

this sounds great, hopefully all soil layers gets some updates/tweaks
Title: Re: Developer questions
Post by: philiaN on August 03, 2017, 01:53:56 PM
i guess you cant compare it with copy a to b :D
Title: Re: Developer questions
Post by: PiBoSo on August 09, 2017, 03:05:29 AM
Quote from: geofanatec on August 09, 2017, 01:58:57 AM
Did we ever get TFC on what exactly "shape animation" is?

To animate springs, vintage fork covers, flags, ...
Title: Re: Developer questions
Post by: Mace-x on August 09, 2017, 04:56:18 AM
Quote from: PiBoSo on August 09, 2017, 03:05:29 AM
Quote from: geofanatec on August 09, 2017, 01:58:57 AM
Did we ever get TFC on what exactly "shape animation" is?

To animate springs, vintage fork covers, flags, ...

will that work as a baked vertex movement?

That´s so fucking great, we can have real 3d people cheering  ;D
Title: Re: Developer questions
Post by: GDUBMX on August 09, 2017, 08:32:21 AM
Hey Piboso, can we get some screens of the launcher please 😂
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on August 09, 2017, 10:26:50 AM
Can't wait to get my hands on the next beta! Animation will be a MASSIVE addition to track making. Thanks!

How long until the next beta is planned for release roughly?
Title: Re: Developer questions
Post by: PiBoSo on August 09, 2017, 05:03:28 PM
Quote from: Mace-x on August 09, 2017, 04:56:18 AM
Quote from: PiBoSo on August 09, 2017, 03:05:29 AM
Quote from: geofanatec on August 09, 2017, 01:58:57 AM
Did we ever get TFC on what exactly "shape animation" is?

To animate springs, vintage fork covers, flags, ...

will that work as a baked vertex movement?

That´s so fucking great, we can have real 3d people cheering  ;D

It's not really meant for 3D people. Those are much better done using skeletons.
Another possible use for shape animation is for brake fluid hoses.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?
Title: Re: Developer questions
Post by: PiBoSo on August 09, 2017, 10:01:14 PM
Quote from: TFC on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?

They are already supported, and used for the rider.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on August 09, 2017, 10:02:37 PM
Quote from: PiBoSo on August 09, 2017, 10:01:14 PM
Quote from: TFC on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?

They are already supported, and used for the rider.

So is it possible to animate a 3d object as part of a scenery file?
Title: Re: Developer questions
Post by: PiBoSo on August 09, 2017, 11:54:48 PM
Quote from: TFC on August 09, 2017, 10:02:37 PM
Quote from: PiBoSo on August 09, 2017, 10:01:14 PM
Quote from: TFC on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?

They are already supported, and used for the rider.

So is it possible to animate a 3d object as part of a scenery file?

No, it's not possible to animate the scenery.
Title: Re: Developer questions
Post by: GDUBMX on August 10, 2017, 10:20:49 AM
Has any changes been made to the netcode?
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on August 10, 2017, 10:25:52 AM
Quote from: PiBoSo on August 09, 2017, 11:54:48 PM
Quote from: TFC on August 09, 2017, 10:02:37 PM
Quote from: PiBoSo on August 09, 2017, 10:01:14 PM
Quote from: TFC on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?

They are already supported, and used for the rider.

So is it possible to animate a 3d object as part of a scenery file?

No, it's not possible to animate the scenery.

So.. :D..

Will it be added at some point?
Title: Re: Developer questions
Post by: BadStar on August 10, 2017, 10:57:42 PM
If skeleton support is already in for the rider, does this mean someone can model a rider as a mod?
Title: Re: Developer questions
Post by: PiBoSo on August 11, 2017, 12:37:01 AM
Quote from: TFC on August 10, 2017, 10:25:52 AM
Quote from: PiBoSo on August 09, 2017, 11:54:48 PM
Quote from: TFC on August 09, 2017, 10:02:37 PM
Quote from: PiBoSo on August 09, 2017, 10:01:14 PM
Quote from: TFC on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?

They are already supported, and used for the rider.

So is it possible to animate a 3d object as part of a scenery file?

No, it's not possible to animate the scenery.

So.. :D..

Will it be added at some point?

http://forum.mx-bikes.com/index.php?topic=149.msg25982#msg25982
Title: Re: Developer questions
Post by: Ruubs on August 11, 2017, 04:30:49 PM
Quote from: geofanatec on August 11, 2017, 12:34:39 AM
Without any documentation (naming of joints and stuff) or template I doubt it. Would be very difficult. Also, we don't know how animations work and how to compile.
http://forum.mx-bikes.com/index.php?topic=1367.msg20080#msg20080
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on August 11, 2017, 04:38:27 PM
Quote from: PiBoSo on August 11, 2017, 12:37:01 AM
Quote from: TFC on August 10, 2017, 10:25:52 AM
Quote from: PiBoSo on August 09, 2017, 11:54:48 PM
Quote from: TFC on August 09, 2017, 10:02:37 PM
Quote from: PiBoSo on August 09, 2017, 10:01:14 PM
Quote from: TFC on August 09, 2017, 05:47:17 PM
Will skeletons be added in the future?

They are already supported, and used for the rider.

So is it possible to animate a 3d object as part of a scenery file?

No, it's not possible to animate the scenery.

So.. :D..

Will it be added at some point?

http://forum.mx-bikes.com/index.php?topic=149.msg25982#msg25982

So excluding people, that technique will work for any object I guess. Sounds good..

Will the flag animation also work well for ribbon / streamer style track markers? And if so would it allow for them to be broken and detach when hit? Or would it be just for looks I.e no physics.
Title: Re: Developer questions
Post by: philiaN on August 12, 2017, 09:52:54 AM
* GPB / WRS / KRP / MXB: started work on a launcher to better handle updates and modding

Can we expect the launcher for beta 7? And will there be more frequent updates then?
Title: Re: Developer questions
Post by: philiaN on August 25, 2017, 05:16:16 PM
* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB: misc tasks for release

* GPB: misc tasks for release

* GPB: misc tasks for release

* GPB: misc tasks for release ( testing, debugging, updating the installer, exporting the changed models, tuning of the data, ... )

* GPB: misc tasks for release ( testing, debugging, updating the installer, exporting the changed models, tuning of the data, ... )

* GPB: misc tasks for release

* GPB: misc tasks for release

* GPB: misc tasks for release (August 24, 2017)

* [...]

March 17, 2017 * GPB / WRS / KRP / MXB: started work on a launcher to better handle updates and modding

Can we expect more frequent updates after beta7? Or is it the same long progress to update one game?
Title: Re: Developer questions
Post by: PiBoSo on August 26, 2017, 01:34:19 AM
Quote from: philiaN on August 25, 2017, 05:16:16 PM
* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB / WRS / KRP / MXB: cross-porting of the latest fixes and features

* GPB: misc tasks for release

* GPB: misc tasks for release

* GPB: misc tasks for release

* GPB: misc tasks for release ( testing, debugging, updating the installer, exporting the changed models, tuning of the data, ... )

* GPB: misc tasks for release ( testing, debugging, updating the installer, exporting the changed models, tuning of the data, ... )

* GPB: misc tasks for release

* GPB: misc tasks for release

* GPB: misc tasks for release (August 24, 2017)

* [...]

March 17, 2017 * GPB / WRS / KRP / MXB: started work on a launcher to better handle updates and modding

Can we expect more frequent updates after beta7? Or is it the same long progress to update one game?

The plan is to try to have more frequent updates after Beta7.
Fingers crossed  :-\
Title: Re: Developer questions
Post by: Asdrael on August 30, 2017, 10:29:05 AM
Is the current physics work on MXB more tyre, bike/suspension or rider focused? As per a quick forum past I cannot find right now, I think Snappe agreed that the rider behaviour (springs mostly) was an identified sure of realism issues?
Title: Re: Developer questions
Post by: PiBoSo on August 30, 2017, 11:14:56 AM
Quote from: Asdrael on August 30, 2017, 10:29:05 AM
Is the current physics work on MXB more tyre, bike/suspension or rider focused? As per a quick forum past I cannot find right now, I think Snappe agreed that the rider behaviour (springs mostly) was an identified sure of realism issues?

Trying to improve all physics areas.
The goal is to lap Nevada consistently.
Title: Re: Developer questions
Post by: philiaN on August 30, 2017, 11:21:30 AM
Quote from: PiBoSo on August 30, 2017, 11:14:56 AM
Trying to improve all physics areas.
The goal is to lap Nevada consistently.

Now i got really excited about beta 7
Title: Re: Developer questions
Post by: GDUBMX on August 30, 2017, 12:15:01 PM
can we have Nevada now? and lets put a ROUGH date on that beta 7.... things are reallly dead around here hahaha
Title: Re: Developer questions
Post by: BadStar on August 30, 2017, 09:49:11 PM
Yes please on Nevada! Maybe just give us a PM link as "beta beta" testers!! 
Title: Re: Developer questions
Post by: Bj Slice on August 30, 2017, 10:29:12 PM
Will definitely put a test Nevada with Beta 7. Would be awesome combo.
Title: Re: Developer questions
Post by: teeds on September 05, 2017, 04:15:07 PM
Great to see work on physics but it would be good to see the problem with vertical travel of multiplayer opponents fixed. Unfortunately it's making close racing very tricky around any jumps. I think the same problem now exists in GPB, seen when a bike crashes and gets some air, could be wrong but it looks similar.

Hopefully it's on the list for B7 already.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on September 05, 2017, 05:27:55 PM
Hopefully. This ruined online play for me this beta :(

I've seen a few things in the daily dev about fixing connection lag, hopefully this has already been fixed, or are you saying the latest GPB beta now suffers with it?
Title: Re: Developer questions
Post by: teeds on September 05, 2017, 06:02:13 PM
Quote from: TFC on September 05, 2017, 05:27:55 PM
I've seen a few things in the daily dev about fixing connection lag, hopefully this has already been fixed, or are you saying the latest GPB beta now suffers with it?

Yea was hoping the same as you with the daily dev posts and overall in GPB the online is smoother and more stable. But yes I've a feeling that the same vertical problem might now be in GPB but obviously less apparent as there's no jumps. Hopefully i'm wrong and it was just individual player lag that caused a bouncing bike to do some very strange stuff but thought i'd add to what you've already reported in case it's been missed.
Title: Re: Developer questions
Post by: 𝖙𝖋𝖈 on September 07, 2017, 11:36:33 AM
Not a question but the latest bit of dev news is great to see.. something a lot of us have wanted to see for a long time. Cant wait to see how it works!
Title: Re: Developer questions
Post by: Asdrael on September 07, 2017, 01:15:44 PM
Then an actual question:

In the bike cfg there are some values for rebound and compression damping. I found by experimenting that they had a great influence on the bouncing, but it was purely guesswork.

Where did you get the values you use and what do they actually mean?
Title: Re: Developer questions
Post by: PiBoSo on September 07, 2017, 09:54:32 PM
Quote from: Asdrael on September 07, 2017, 01:15:44 PM
Then an actual question:

In the bike cfg there are some values for rebound and compression damping. I found by experimenting that they had a great influence on the bouncing, but it was purely guesswork.

Where did you get the values you use and what do they actually mean?

Unfortunately it's very very difficult to find any data from real dampers, especially at high speeds.
The values currently used are based on the little available data, critical damping calculations and trial and error.
If you found better values, please share them.
Title: Re: Developer questions
Post by: Asdrael on September 09, 2017, 12:02:13 PM
Piboso: I am at my parents place and have access to my YZ125. Any measurement request considering "standard" tools are available? I could probably give you getting suspension travel with weight on handle bars easily but not sure that it is interesting.

Have you also tried to contact after market suspension manufacturers? They most likely have damping curves for clients.
Title: Re: Developer questions
Post by: PiBoSo on September 09, 2017, 07:57:17 PM
Quote from: geofanatec on September 07, 2017, 10:48:47 PM
Well......what unit of measurement is the value based on?

Damping data is in N/m/s.
Title: Re: Developer questions
Post by: GDUBMX on September 14, 2017, 01:44:09 PM
(https://i.gyazo.com/c91cfe34ea33a9f4d6784885b477e7bc.png)
Title: Re: Developer questions
Post by: teeds on September 14, 2017, 02:42:09 PM
Quote from: GDUBMX on September 14, 2017, 01:44:09 PM
(https://i.gyazo.com/c91cfe34ea33a9f4d6784885b477e7bc.png)

Funny stuff!  ;D
Title: Re: Developer questions
Post by: BadStar on September 15, 2017, 12:17:31 AM
uhh.. my head hurts now lol


because I am pretty sure MX-Bikes is a rip of ARMA 3
Title: Re: Developer questions
Post by: GDUBMX on September 15, 2017, 12:33:54 AM
Quote from: BadStar on September 15, 2017, 12:17:31 AM
uhh.. my head hurts now lol


because I am pretty sure MX-Bikes is a rip of ARMA 3

Lmao  :D ;D ;D
Title: Re: Developer questions
Post by: Ruubs on November 04, 2017, 06:20:54 PM
Even though I won't be able to play beta 7 for a while.. I'm still hyped for the release. Would love to see as much screenshots and videos as everyone can make. I'll continue to work on content myself, so expect something from me in the next few months!

What are your plans after beta 7 Pibs? Will you focus on one of your other games for the first few months? Keep working on the physics? Netcode maybe? :)