MX Bikes Official Forum

General Category => General Discussion => Topic started by: PiBoSo on November 04, 2017, 09:46:53 PM

Title: MX Bikes beta7
Post by: PiBoSo on November 04, 2017, 09:46:53 PM

MX Bikes beta7 available:
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 beta7
Post by: PiBoSo on November 04, 2017, 09:47:58 PM
Release Notes
- a clean installation is strongly recommended
- replays are not compatible with the previous versions
- the network ports have been changed: http://forum.mx-bikes.com/index.php?topic=196.0
- VR support is now integrated: http://forum.mx-bikes.com/index.php?topic=1969.0
- MX Bikes now supports an external folder for mods, but only for bikes, tyres, helmets, boots, paints and tracks. The default path is "My Documents"/PiBoSo/MX Bikes/mods/ but it's possible to change it: http://forum.mx-bikes.com/index.php?topic=899.msg29059#msg29059
- the number of tearoffs has been increased to 21

Modding:
- for examples of animated flags, please check the SCR files in Holjes and Nevada
- Temporary bike models are not used anymore. They can be deleted and reference to them removed from the file gfx.cfg
- Support for a dedicated onboard engine sound has been added. The sfx.cfg section name is "onboard_engine". The format is the same as "engine"
- A message is now shown on screen when saving the track deformation: http://forum.mx-bikes.com/index.php?topic=1971.0 and dynamic surface: http://forum.mx-bikes.com/index.php?topic=1970.0

Title: Re: MX Bikes beta7
Post by: EdoKtm21 on November 04, 2017, 10:29:40 PM
Finally! thanks Pib!!!!
Title: Re: MX Bikes beta7
Post by: 𝖙𝖋𝖈 on November 04, 2017, 10:31:18 PM
Thanks PiBoSo.

Is there anything that needs to be done to custom tracks?

I was working on Unadilla, which still loads OK but I get a core.exe when going to the track. Unadilla is the only track I've made that's used the latest track tools.

All other custom tracks work fine..
Title: Re: MX Bikes beta7
Post by: BadStar on November 04, 2017, 10:47:40 PM
oh wow, downloading asap!
Title: Re: MX Bikes beta7
Post by: philiaN on November 04, 2017, 11:05:58 PM
Google Drive:

https://drive.google.com/open?id=0BwkVCs_TRhy5Sm5TTGdnWUtKOFk

Title: Re: MX Bikes beta7
Post by: Alex on November 04, 2017, 11:41:34 PM
even though the grip/tyres isnt sorted, im really impressed with the update. after messing around with susp settings i cant beleive how much more you can push it with the corners. im sure with some mods it will be awesome!
any info on boots? we can export our own now?
thanks heaps for update its twice as good as what i thought it would be.
Title: Re: MX Bikes beta7
Post by: Asdrael on November 04, 2017, 11:48:07 PM
Just a bit of feedback.

On the content: I like the new tracks. They are really well made, even if you can feel they are 1:1 and we are slowly getting used to 1.1:1. The skins are a bit anecdotical to me, but more customization is always a good thing.

Now I have playing around quite a bit and a couple of things struck me:
- it feels more like a dirt bike than before
- it feels more like a very, very badly setup dirt bike.


The biggest issue currently is the suspensions. Whatever I did, I kept bouncing around. I loaded up the suspensions from the OEM bikes and it was already much better, I would dare say "good enough that it's not an issue anymore". Case in point: simply changing the suspension values, the real scale whoops from Nevada are very doable (I can run them clean every lap). So yeah the physics feel fine, the settings, no.


Now on to the tyres/grip.
The rear wheel is really behaving nicely. lateral movement is fine, power sliding is fine... but it's all too much. No way I'll lose traction on a 250f at not even mid throttle in 3rd on regular soil! 450f are usable for the first 3rd of the throttle, the rest, forget it.
Regarding the front wheel, it's also too slippery imo but the issue comes from the "wash out and down" syndrom. Even the tiniest loss of grip at the front throws you over, which should not be the case. You shouyld be able to break a tad too hard, start slipping but get it back by releasing the brakes. It also has a tendency to lose grip spontaneously when the weight is being shifted around  abit too much, even if you are far away from the limit.

So yeah - on the tyres, it feels they behave better but values need tuning...
For the curious: Feels like BulldozingFactor at around 4 both front and rear is much better.

Overall, I think a big step forward. But you really need those values fixed...
Title: Re: MX Bikes beta7
Post by: Ruubs on November 04, 2017, 11:59:37 PM
I don't want to give any feedback myself since the only thing I can do is watch videos. I however think I can discuss about things, can't I?

So I've seen some posts about bounciness / suspension again. On one of the videos posted on Twitter some time ago (which had a swingarm POV in it) I could already see the suspension was way too bouncy. Not sure if I did actually post this in the beta 7 WIP thread, but here it is again.

https://www.youtube.com/v/VfiHF-DIS88

As you can see, the suspension doesn't bounce at all. It compresses, it rebounds and then stops. Perhaps the overall damping or smoothing values aren't set up right, but that's just an assumption.

On a positive note. It looks like a really solid update in the video Gdub uploaded on Youtube. Too bouncy and way too slippery, but yet a great improvement. Animations look way better as well.
Title: Re: MX Bikes beta7
Post by: Mace-x on November 05, 2017, 12:40:47 AM
ok some toughts on the new beta (from the 30 minutes i´ve played it)

First of all congratulations piboso team, this release is amazing, it has a lot of work in, from the stock new paints, to the beautifully crafted new tracks, the physics improvements, etc.
Thanks guys, really.

Tracks:
the ruts in mantova are great, finally i feel like the front end wobbles in the ruts and going fast is actually scary, i always end up ushing too hard and overjumping something or not being able to brake before a turn, awesome, the textures looks fantastic and i love those concrete barrier in some parts!.

Mxon track was spot on aswell, the textures are quite cool and detailed, thanks for bringing a little bit more of detail to the overall environment and grass, it´s appreciated, the track layout is spot on and i cant wait to play with rain online on it!

Physics:
Huge improvement, the bike tends to slide and is quite controllable, the front end swaps less, i actually had a time where my rear end slided and i pushed to the other side to contrarrest it and i fell over the bike hahaha, that would never happened with the other physics, overall they feel great!
whips are way more controllable, the front end now dips! i can jump, lean forward and fall on the face, awesome!

overall the new beta feels nice, polished and a great release, so congratulations guys.


now the bad
the physics are still weird sometimes, the rider is still too stiff and i have how the inclination depends on how inclined is the ground below, the bug when you´re downhill and steering is still present, less but present nonetheless, while the tyres feels kile they "dig" way more, there´s still some tweaking needed.

that´s for now i guess, congratulations guys!  ;D
Title: Re: MX Bikes beta7
Post by: PiBoSo on November 05, 2017, 12:50:28 AM

The master server is up.

Please read the release notes on top.
Title: Re: MX Bikes beta7
Post by: Mace-x on November 05, 2017, 01:18:56 AM
the 250x in mantova in pure gold!  8)
Title: Re: MX Bikes beta7
Post by: Wedgewood on November 05, 2017, 01:40:57 AM
I haven't played in months but I still check the forum everyday hoping for this.  Thanks Pibs and the rest of the team.
Title: Re: MX Bikes beta7
Post by: Twitch135 on November 05, 2017, 01:49:30 AM
Downloading now thanks Pibs  8)
Title: Re: MX Bikes beta7
Post by: Shawvuh on November 05, 2017, 02:46:32 AM
Actually excited  8)
Title: Re: MX Bikes beta7
Post by: GDUBMX on November 05, 2017, 08:49:29 AM
OK..

So beta 7 is awesome. The new tracks are fun and really nicely made. Great work.

The forced arcade mode is an odd feature though that I feel perhaps should of be announced before the release. I'm not sure why I feel I have to justify it to people, seems like an odd decision (no offence)

Improved grip levels: I'm not sure if my install messed up but on every stock bike (no mods installed) I have super short gear ratios because the bike is ultra spinning from the start. I've had to adjust the gearing majorly to ride like I would  normally. The 450 is just not right.. To me the 250f feels so much better in terms of grip. The 450 doesn't even feel fun with traction help on like it did in beta6.

The front end washed is still present at the same rate as before (I thought u fixed it) it seems when there is a shift in weight the front end just goes.

A great step forward nonetheless but this beta has brought some baggage with it. I hope this doesn't jade peoples opinions for the worst though.
Title: Re: MX Bikes beta7
Post by: EdoKtm21 on November 05, 2017, 12:12:33 PM
Quote from: Mace-x on November 05, 2017, 01:18:56 AM
the 250x in mantova in pure gold!  8)
in Mantova i prefer to use the 450, 'cause it's really sandy and it gets more speed than the 250  ;D
Title: Re: MX Bikes beta7
Post by: Asdrael on November 05, 2017, 12:38:25 PM
Just wanted to say thanks to PiBoSo and Snappe for taking some of our suggestions in, in particular regarding tyres. More changes between surfaces (in particular in resistance), and between wet/dry makes tracks and conditions more interesting.

Now I still don't agree with suspensions and tyre values but I'll come up with a counter proposal soon enough :p
Title: Re: MX Bikes beta7
Post by: 𝖙𝖋𝖈 on November 05, 2017, 12:43:20 PM
Quick thoughts from a short session last night..

Real good step, traction when cornering still feels like borderline crashing every time, but it also feels more controllable which is nice.

I think the changes to the surfaces or tyre model, whichever or both, is a good thing. I've ridden several old tracks that have a lot of sand and soft soil and they seem to ride much the same, despite the rear traction. It just gives it more of a wild rear end feeling to me which I like.

If Mantova is all sand then it's awesome. Did it come with it's own deformation setting? How did the track look so evenly rutted from the first time I loaded it? I'd love to know, it's a great effect. It handles so well for sand, feels almost perfect to me.

Love it, need to spend more time on it before picking on the negatives. The first ones that come to mind is the bike seems very nose heavy.
Title: Re: MX Bikes beta7
Post by: Wedgewood on November 05, 2017, 01:29:16 PM
Quote from: GDUBMX on November 05, 2017, 08:49:29 AM
The forced arcade mode is an odd feature though that I feel perhaps should of be announced before the release. I'm not sure why I feel I have to justify it to people, seems like an odd decision (no offence)

What do you mean by forced arcade mode?
Title: Re: MX Bikes beta7
Post by: Wedgewood on November 05, 2017, 01:34:33 PM
How does Geo's tire mods fit into this new beta?  I understand that the tire mod was just a bandaid to try to remedy the low grip levels.  Will these tires still be relevant with this beta or will they now portray unrealistic behavior?
Title: Re: MX Bikes beta7
Post by: Wedgewood on November 05, 2017, 01:36:12 PM
Quote from: Wedgewood on November 05, 2017, 01:34:33 PM
How does Geo's tire mods fit into this new beta?  I understand that the tire mod was just a bandaid to try to remedy the low grip levels.  Will these tires still be relevant with this beta or will they now portray unrealistic behavior?

It seems Asdrael has already addressed this in another post, it seems geo tires should not be used.
Title: Re: MX Bikes beta7
Post by: GDUBMX on November 05, 2017, 01:37:07 PM
Keep an eye out wedge wood. As for the arcade mode, we can no longer adjust the stability helper. It is on 100% although it may say 80. It's like this until Piboso sorts it out mate.
Title: Re: MX Bikes beta7
Post by: Asdrael on November 05, 2017, 01:44:55 PM
Tyre format has changed, Geo's tyres won't work - so the OEM won't either. I'll update those as soon as I finally make a choice between a few options I have :p
Title: Re: MX Bikes beta7
Post by: pacopastor34 on November 05, 2017, 01:50:46 PM
Quote from: Asdrael on November 05, 2017, 01:44:55 PM
Tyre format has changed, Geo's tyres won't work - so the OEM won't either. I'll update those as soon as I finally make a choice between a few options I have :p

Thank you!
Title: Re: MX Bikes beta7
Post by: teeds on November 05, 2017, 03:13:18 PM
Not played much yet but the rear end is great fun now  ;D
Title: Re: MX Bikes beta7
Post by: giopanda on November 05, 2017, 03:25:57 PM
Quote from: GDUBMX on November 05, 2017, 01:37:07 PM
Keep an eye out wedge wood. As for the arcade mode, we can no longer adjust the stability helper. It is on 100% although it may say 80. It's like this until Piboso sorts it out mate.
Wasn't it already locked at 100% in beta6?
Title: Re: MX Bikes beta7
Post by: GDUBMX on November 05, 2017, 03:58:24 PM
Quote from: giopanda on November 05, 2017, 03:25:57 PM
Quote from: GDUBMX on November 05, 2017, 01:37:07 PM
Keep an eye out wedge wood. As for the arcade mode, we can no longer adjust the stability helper. It is on 100% although it may say 80. It's like this until Piboso sorts it out mate.
Wasn't it already locked at 100% in beta6?

nope, you could adjust it down to zero.
Title: Re: MX Bikes beta7
Post by: 𝖙𝖋𝖈 on November 05, 2017, 04:09:09 PM
Any reviews / reports on how well online works yet?
Title: Re: MX Bikes beta7
Post by: Asdrael on November 05, 2017, 04:27:47 PM
It doesn't, I don't know anyone that can connect.
Title: Re: MX Bikes beta7
Post by: EdoKtm21 on November 05, 2017, 04:38:42 PM
Quote from: Asdrael on November 05, 2017, 04:27:47 PM
It doesn't, I don't know anyone that can connect.

Today i tried to connect in Nevada Supercross and it connected me instantly  ???
Title: Re: MX Bikes beta7
Post by: Twitch135 on November 05, 2017, 04:47:57 PM
Works I was just racing with 5 people. Still see people bouncing around like before. After always riding the OEM bikes, I can't stand these stock bikes.
Title: Re: MX Bikes beta7
Post by: BadStar on November 05, 2017, 04:50:42 PM
I am really happy with this release!

I really appreciate the small details, like a few paint kits to choose from until you get a mod, etc.

The sand track feels like sand!

We can push the rear a bit harder than before!

The way you pre-rutted the sand track is epic.

I also, love the idea of the "default groove".. cant wait to see how that plays out with the track makers around here.

The rear brake throws the front end down as it should! THANK YOU

I almost thought the same as gdub on the "spinning/gearing" issue..but I have adjusted my play style to a diff throttle control technique and it seems to have gone away.. which seems more realistic!

Bike feels heavier when throwing a whip, which feels more real to me.
-----------------------------------------------------------------------------------------------------------

The only thing I have issue with is the front end.. it doesn't just wash, it just randomly gives way based on how it touches the earth.

**PLEASE consider doing a smaller updating/patching service to something like the front end..PLEASE**

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

Other than that, for now.. 

THANK YOU FOR GIVING ME THE MOST REALISTIC MX GAME (for me) TO DATE!!
Title: Re: MX Bikes beta7
Post by: Ruubs on November 05, 2017, 05:02:41 PM
What I've been thinking of since people say how Mantavo feels very sandy, is why does the bike slide everywhere if it is sand? When looking at how easily the bikes slide, it looks like a hard pack track. It's very hard to slide your bike around in sand. There's a lot of traction and resistance.
Title: Re: MX Bikes beta7
Post by: Heathen on November 05, 2017, 05:17:20 PM
Quote from: Sandbiter on November 05, 2017, 05:02:41 PM
What I've been thinking of since people say how Mantavo feels very sandy, is why does the bike slide everywhere if it is sand? When looking at how easily the bikes slide, it looks like a hard pack track. It's very hard to slide your bike around in sand. There's a lot of traction and resistance.

Okey, i have been racing mx bikes in real life since i were 5, and you are absolutly right, i have tried rock hard tracks in spain/france and sandy holes in norway/denmark. the bike is way to slippery and you have to "tip toe" around certain area's its just not realistic for me at all. i know its a game, but its also suppose to be a simulator game.
Title: Re: MX Bikes beta7
Post by: philiaN on November 05, 2017, 05:35:29 PM
Quote from: тғc on November 05, 2017, 04:09:09 PM
Any reviews / reports on how well online works yet?

No problems. teeds, badstar and me are riding fine.. (also paco could connect) and it's way smoother atleast with 3 guys (live replay free roam is working fine, orbit still laggs, but i would say def. smoother overall) the moon jump is def. better but it still sometimes there
Title: Re: MX Bikes beta7
Post by: Asdrael on November 05, 2017, 05:58:21 PM
Quote from: Sandbiter on November 05, 2017, 05:02:41 PM
What I've been thinking of since people say how Mantavo feels very sandy, is why does the bike slide everywhere if it is sand? When looking at how easily the bikes slide, it looks like a hard pack track. It's very hard to slide your bike around in sand. There's a lot of traction and resistance.

I kinda agree disagree - in sand the bike doesn't slide but moves a shit ton under you.

Anyhow, Mantavo is not sand. Ride Southwick, that's sand and it behaves ... drummroll... Sandy. Hhaha I'm so funny.

(Try Southwick for real though).

I also agree with
Quote from: Heathen on November 05, 2017, 05:17:20 PMOkey, i have been racing mx bikes in real life since i were 5, and you are absolutly right, i have tried rock hard tracks in spain/france and sandy holes in norway/denmark. the bike is way to slippery and you have to "tip toe" around certain area's its just not realistic for me at all. i know its a game, but its also suppose to be a simulator game.
to an extent. The big difference here is the lack of feedback and range for input on a gamepad compared to IRL. You don't feel the brake resistance and you can easily over brake in game. This gets better with proper input settings. Try adding like 20% smoothing and go down to 75% linearity on front brake and throttle. But yeah, in game traction is too icy currently to my taste, even with proper technique.
Title: Re: MX Bikes beta7
Post by: Ruubs on November 05, 2017, 06:14:08 PM
I thought Mantova was sand. My mistake!

It is true that in sand the bike moves a shit ton under you. That's however not related to traction, but to all the ruts which a sand track has. the rear tire will always find a rut to be in, thus moving around a lot (https://www.youtube.com/watch?v=sKiVK0YJhQI).

I wish I could try Southwick! :(
Title: Re: MX Bikes beta7
Post by: Bj Slice on November 05, 2017, 07:08:40 PM
Ok so I tested the game in this new beta for hours now. Even went overnight to do extensive observation of the changes.

I wanna address stuffs. I know I have not been heard ever but I will try anyway.

Here's my thoughts

The negative stuffs:

The gameplay physics is nice (for newer guys), but if you have your own style that you whip and scrub almost evey jump, this beta is not letting that. You can't scrub like in beta 6, you can't whip hard and bring back your bike staright before landing, you can't even make an oppo now. You can't tap the brake as soon as the bike goes sideways to throw the rear end up and come back down by revving using gyro effect. You can't scrub the jumps now (please try it). Approaching the jump leaning is dangerours, you most often end up crashing. In beta 6, I can scrub the small jumps and bring the bike back upright.

The push and pull of the handlebar is gone. New players are complaining about how slow is the rider movement f/b and it just got slower now. You can't Tomac the rollers because your rider movement can't catch up with the rollers thus you just jump every roller instead and thats not realistic.

It's more of mxs now that rider only shift weight back and fort  without affecting the bike's rotaional angle at all. No more pushing the pegs with your legs when pulling handlebar. Bring it back please.

Spring rebound effect is so much more now that no matter how you adjust the setup it still is bouncy. Rear end kick is always there. Front spring rebound is very strong too. I have played around the setup and see if thw dampening works but they don't if they do, too less to notice.

Lastly, the gyro effect seems too less of an effect to the whole physic of the bike in air. Thus does nothing to help the bike stabilization in air.


The positive stuffs

So I wanna thank you Piboso for the hardwork and the patience with all our hundred of millions of request that not even a God can accomodate them.

The rider animation seems to have improved (although not really much but i feel it's improced) and that's a good thing.

If you have tweaked the sound intensity for the bikes I think it has improved. I tried to check the replay and it sounded really nice.

Cornering is better now in general. Bike handles better in corner, although in sx,bike still has the wash out front end effect that happens sometime but maybe it was just me pushing the bikes limit.

Finally, the new tracks are superb. It only means how capable mx bikes of bringing tracks to as close as to real life which is very important.



Closing

I hope to see back the in air physic of the bike from
beta 6 as it was solid and it really brings scrubbing and whipping feel better.
I hope to see the push and pull of the handlebar effect because it is simply realistic in terms of gameplay and looks.
I am very keen to the important changes of the game and point them out not in reference to what I like for myself, but for general view of how a simulator should be. I know Piboso's team ia more than capable of making this simulator a simulator though. I only hope for the best for this game.

Title: Re: MX Bikes beta7
Post by: Mace-x on November 05, 2017, 10:01:49 PM
@pibs @snape

i know this is superficial but i think that mxb can handle rough terrain pretty good now, is there a chance to see deeper ruts in mantova in the next beta?
also, is bulldozing a feature we might see soon, would love to see terrain go up aswell and form nice rut/berms when pushed!  8)
Title: Re: MX Bikes beta7
Post by: PizzaChet on November 06, 2017, 05:17:10 AM
Oh Geo...the irony.
Title: Re: MX Bikes beta7
Post by: SwarleyRuiz on November 06, 2017, 10:58:18 AM
Thanks Piboso!

Downloading and uploading

http://www.swarleyruiz.com/PibosoVideoGames/MX-Bikes/Downloads/Betas/mxbikes-beta7.exe
Title: Re: MX Bikes beta7
Post by: PiBoSo on November 06, 2017, 01:16:46 PM
Quote from: SwarleyRuiz on November 06, 2017, 10:58:18 AM
Thanks Piboso!

Downloading and uploading

http://www.swarleyruiz.com/PibosoVideoGames/MX-Bikes/Downloads/Betas/mxbikes-beta7.exe

Thank you.
Title: Re: MX Bikes beta7
Post by: Asdrael on November 06, 2017, 02:02:20 PM
Hoh and btw - Nevada track is great and well made (beside the pseudo dragon back after the flat turn, I think the first bump has a wierd kick to it). I wasn't expecting a 1:1 SX to feel so "flowy". It rides really well on stock bikes  if you have a kickass setup. Including the whoops, yaya. Just push rear rebound damping to 15 and you'll blaze the whoops.

Although it made another thing a bit more obvious (and I could verify it on SX tracks I'm more used to). I think the bike is back to having a tendency to not fly straight when jumping and overcompensate for lean angles on take off. Last beta, when taking off with some lean angle, you would jump and the bike would try to -slowly- get back straight. Now, it feels like it's doing a pendulum movement to the other lean side, pretty wierd. Would this have to do with changed stabilizers (not the value in % in the simulation option), gyros, or maybe even with the new AeroX value? (This last one I could try out for myself I guess...).
Title: Re: MX Bikes beta7
Post by: teeds on November 06, 2017, 03:30:07 PM
Minor thing since b7- can't see the list of who's in a sever when looking at the web server list.
Title: Re: MX Bikes beta7
Post by: Asdrael on November 06, 2017, 10:05:21 PM
I stand corrected - Mantua IS sand. My bad !
Title: Re: MX Bikes beta7
Post by: Vortex_Damien on November 06, 2017, 11:41:42 PM
Game feels so much more responsive and aggressive , well done piboso team!
Title: Re: MX Bikes beta7
Post by: PiBoSo on November 07, 2017, 12:51:37 AM
Quote from: teeds on November 06, 2017, 03:30:07 PM
Minor thing since b7- can't see the list of who's in a sever when looking at the web server list.

Thank you for the report.
It should be fixed now.
Title: Re: MX Bikes beta7
Post by: Asdrael on November 07, 2017, 10:09:03 AM
The new official tracks are not registered and thus don't record laptimes online.
Title: Re: MX Bikes beta7
Post by: Yirka63 on November 07, 2017, 11:27:10 AM
Hi PiBoSo, Snape,

thank you for new BETA7!! It is great to see progress. Can´t wait to see future of this project.
Title: Re: MX Bikes beta7
Post by: teeds on November 07, 2017, 01:07:42 PM
Quote from: PiBoSo on November 07, 2017, 12:51:37 AM
Quote from: teeds on November 06, 2017, 03:30:07 PM
Minor thing since b7- can't see the list of who's in a sever when looking at the web server list.

Thank you for the report.
It should be fixed now.

Just checked when someone was in a server and the web list displayed this -

(http://i64.tinypic.com/rqyb5z.jpg) 
Title: Re: MX Bikes beta7
Post by: WexKo on November 07, 2017, 06:03:14 PM
ho great update, gj Pib  ;)
Title: Re: MX Bikes beta7
Post by: PiBoSo on November 07, 2017, 06:33:09 PM
Quote from: teeds on November 07, 2017, 01:07:42 PM
Quote from: PiBoSo on November 07, 2017, 12:51:37 AM
Quote from: teeds on November 06, 2017, 03:30:07 PM
Minor thing since b7- can't see the list of who's in a sever when looking at the web server list.

Thank you for the report.
It should be fixed now.

Just checked when someone was in a server and the web list displayed this -

Thank you for the report.
Everything should be working now.
Title: Re: MX Bikes beta7
Post by: Phathry25 on November 07, 2017, 07:55:00 PM
Nice work on the update. Much much better on the ground. Still feels lost in the air. Not sure if that's me or the game though. Spent a good 2 hours hotlapping around Mantua and watching the replay. Much fun was had.

Tires seem right to me, for dry sliding friction. Asphalt, blue groove. The dirt needs to do more work in providing traction when it is appropriate though. Loam, sand... You have to be way cautious on the throttle in the sand, and that's just not how it is in the real world. Either need to come up with a way to have track surfaces provide additional grip (laterally) or need to start fudging it in the tire file somehow. Different slip calculations for each surface type in order to simulate the soil types individual properties.
Title: Re: MX Bikes beta7
Post by: PiBoSo on November 07, 2017, 10:40:46 PM
Quote from: Asdrael on November 07, 2017, 10:09:03 AM
The new official tracks are not registered and thus don't record laptimes online.

Stats updated: http://stats.mx-bikes.com/records.php?trackid=4&bikeid=1
Title: Re: MX Bikes beta7
Post by: dirtbike on November 07, 2017, 10:53:39 PM
hi,

is just me, or anybody didn't noticed that suspension rebound "eject"  issue... I think I will stick with beta 6 till beta 7 be fixed!
Title: Re: MX Bikes beta7
Post by: BadStar on November 08, 2017, 12:00:02 AM
Let me re-phrase my opinion on "sand" in this update vs previous beta..

It definitely feels "deep" or much more deep than before.. and thats what I meant about sand feeling much more realisitic.. It feels as if its trying to grab the bike a little more like it would irl.


now, on to the icy slippery feeling.

That is worse now in sand tracks and to that point, a bit sad..but I will say the icy slippery issues happens on ALL surfaces and I kinda consider it a MX bikes bug that just has been around.. so I wasn't really considering it when I talk about how much better the bike feels in the sand.

I really really hope 2 things get fixed..  the instant rear wheel slip on ALL surfaces and the front end locking.. boy, the front end locks waay to much. I fall more bc of that than anything and for that is why I will rank it #1 bug next to net issues.

Its interesting bc now we have so much more control over the rear end. Teeds and I were kinda battling back and fourth/trading places on every other turn the other night and it was honestly AWESOME feeling having the rear of the bike pushing out around the turn and seeing another rider do the same. It really felt like we were "pushing" and trying to out run each other.

funny part is, every so often..you touch the throttle and the good old rear slip bug hits and you just loop out in a 180 lol..  then you respawn, roll 5ft and the front end locks and you fall hahah.


This game is super impressive to me and Bravo again to Pibs..

Physics wise, front lock and rear slip out have got to go.

then netcode and we are off to victory!
Title: Re: MX Bikes beta7
Post by: 7HUND3R on November 10, 2017, 10:06:34 AM
Thx piboso for beta 7.
Title: Re: MX Bikes beta7
Post by: Bj Slice on November 10, 2017, 02:14:55 PM
I get the stabilization during whipping in this Beta now. I am taking back what I said about it during my post on my test because it is different now on how you counter the bike in-air. Apologies and thank you for the Beta 7 Pibs!
Title: Re: MX Bikes beta7
Post by: Wedgewood on November 12, 2017, 06:04:32 PM
I've been having a problem where the game will crash constantly, sometimes right away but usually within about 10 mins of starting the game.  I've found that if I turn off shaders in the graphics settings I'm able to play in single player without any crashes whatsoever but I still have the online crashes, mostly while trying to join a server and but if I'm in one it will crash when I get close to a few other riders.

I use a 1050ti and have tried the most recent and a few less recent drivers and they all seem to behave the same.
Title: Re: MX Bikes beta7
Post by: BadStar on November 12, 2017, 06:13:01 PM
Wedge,

Just curious.. ram amount?
Title: Re: MX Bikes beta7
Post by: Wedgewood on November 12, 2017, 07:35:28 PM
Quote from: BadStar on November 12, 2017, 06:13:01 PM
Wedge,

Just curious.. ram amount?

Here's My System:
Windows 10 1709
i7 4770 3.4GHz
12gb Ram
120gb Samsung SSD with OS installed
500gb Samsung SSD with Game installed
Gtx 1050ti with Nvidia 388.13 driver
Title: Re: MX Bikes beta7
Post by: Twitch135 on November 12, 2017, 11:37:16 PM
Quote from: Wedgewood on November 12, 2017, 06:04:32 PM
I've been having a problem where the game will crash constantly, sometimes right away but usually within about 10 mins of starting the game.  I've found that if I turn off shaders in the graphics settings I'm able to play in single player without any crashes whatsoever but I still have the online crashes, mostly while trying to join a server and but if I'm in one it will crash when I get close to a few other riders.

I use a 1050ti and have tried the most recent and a few less recent drivers and they all seem to behave the same.
your pc should run it just fine as I'm running I3-4150 3.50Ghz with 10Gb ram with the Gtx1050ti also. No crashing issues anymore for me after 5 re installations lol. In graphics by default it was making Anisotropic 8x and resolution full screen after turning Anisotropic down to 1x and resolution to windowed rest of graphics are on high. Now I'm not sure if this fixed it for me or the reinstall did it. I made the change on last install.