MX Bikes Official Forum

General Category => General Discussion => Topic started by: PiBoSo on November 23, 2014, 06:01:24 PM

Title: MX Bikes beta2
Post by: PiBoSo on November 23, 2014, 06:01:24 PM
MX Bikes beta2 released:
http://www.mx-bikes.com/?page=news

Download:
http://www.mx-bikes.com/?page=downloads
( mirrors would be extremely helpful and welcome )

To update:
1) delete everything in the MX Bikes installation folder and in "My Documents"/PiBoSo/MX Bikes/ except for license.ini
2) launch the new installer

Please note that replays are not compatible with the previous version.
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 23, 2014, 06:29:26 PM
yes!!!!! thanks alot mate
Title: Re: MX Bikes beta2
Post by: rc4187 on November 23, 2014, 06:49:09 PM
Downloading now. Thanks!
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 23, 2014, 07:36:59 PM
Piboso what would the direct lean scale be in percentage if i were to replicate the "direct lean off/disabled" from beta 1? ive tried 0 but it really doesnt feel the same. is this a result of drag simulation? the lighting looks awesome btw, i swear even the menu sharpness is improved.
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 23, 2014, 07:47:48 PM
Quote from: gdubmx on November 23, 2014, 07:36:59 PM
Piboso what would the direct lean scale be in percentage if i were to replicate the "direct lean off/disabled" from beta 1? ive tried 0 but it really doesnt feel the same. is this a result of drag simulation? the lighting looks awesome btw, i swear even the menu sharpness is improved.

Direct lean off = default = 15%
Direct lean on = 100%
Title: Re: MX Bikes beta2
Post by: rc4187 on November 23, 2014, 07:48:50 PM
I've noticed great improvement on jump stability. Jumps I struggled with predictability on before... I'm hitting hard now without worrying about it. It has improved so much. Great work!
Title: Re: MX Bikes beta2
Post by: arnzzz on November 23, 2014, 08:49:38 PM
It does feel some what more predictable now as to what the bike is doing. Its getting better :)

I like the direct lean scaling, I didn't think i needed it as i ride with DL off, or at least I did. Now im running it with at about 80%. Which to me it feels like that is
80% DL off  and 20% DL on. Which to me feels a bit backwards.

I think it makes more sense for someone like me who likes to use a tiny bit of DL for the scale to be the other way round. So i would select 20% direct lean (DL). which
would mean 20% DL on.

Maybe ive misunderstood the scales meaning, and anyway this is a minor personal gripe, nothing more.

TLDR: I think the direct lean % scale is backwards.

Good work Piboso.

On a side note, I was playing around with modding the other night. In the track creation thread you can download the example track to play with. I was wondering why that
track wasn't released as another track for the beta?

Its a good fun track.

Title: Re: MX Bikes beta2
Post by: GDUBMX on November 23, 2014, 09:11:22 PM
Hey snappe did you manage to finish up that Beta 2 Supercross track you were working on? :D

Edit, Piboso for some reason now when i try to play online its just says "connecting" then "connection timed out". any ideas mate?
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 23, 2014, 10:01:12 PM
Quote from: gdubmx on November 23, 2014, 09:11:22 PM
Edit, Piboso for some reason now when i try to play online its just says "connecting" then "connection timed out". any ideas mate?

Master server updated.
Title: Re: MX Bikes beta2
Post by: Vortex_Damien on November 23, 2014, 10:50:22 PM
Love the update pib, i think the game is getting more solid now... Love the reaction of the bike in the air now and seems like everything is more stable. cant wait for the future!
Title: Re: MX Bikes beta2
Post by: PizzaChet on November 24, 2014, 12:54:50 AM
Holy schnikeys! I can't wait to try this! Thank you sir.
Title: Re: MX Bikes beta2
Post by: RiccoChicco on November 24, 2014, 09:31:40 AM
Thanks, downloading!  8)
Title: Re: MX Bikes beta2
Post by: teeds on November 24, 2014, 09:50:29 AM
Enjoying GPbikes so much last night I missed this, good stuff!   ;D
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 24, 2014, 12:47:43 PM
Where is everybody?  :o
What's going on?  ???
Can someone please explain why there was a lot of activity on this forum before beta1 release and now it dropped to almost zero?  :-\
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 24, 2014, 04:25:55 PM
Lol I was thinking the same.. 
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 24, 2014, 05:14:53 PM
I'm here, I can see all the forums again! Thanks Pib.. 8)

I still see some regular names currently online.. Think people are just waiting patiently, now they've played beta1 that's the hype over, should now hopefully start to see some regulars back and the core community develop.

Really liking beta 2 so far, everything feels so much more stable but also the bike seems to react to the heightmap more which is nice for noisy tracks. Haven't really figured out how to whip yet, sometimes I can nail it perfectly, sometimes I end up doing barrel rolls or nosedives.. Is there a method that is intended?

Keep it up guys, and thanks for putting the work in! Definitely appreciated!!  ;D

Title: Re: MX Bikes beta2
Post by: GDUBMX on November 24, 2014, 05:43:26 PM
https://www.youtube.com/v/kLdgx-uDka4


a huge whip.. landed of course :P not
Title: Re: MX Bikes beta2
Post by: nico_ktm19 on November 24, 2014, 05:49:41 PM
Hi, Thank you for the second beta, i like play on your game ! :)
Title: Re: MX Bikes beta2
Post by: MotoRogers499 on November 24, 2014, 06:22:45 PM
Ive just been unactive on the forums Pib, Ive been playing MXB pretty much any time i have spare time haha, but because my HDD crashed on my PC, I have to use my laptop. I normally play until I rage from lag xD also, Lag is another reason I dont play online anymore :P Nothing to do with the game, just my laptop! I absolutely love the game though. One thing I still cant firgure out is rider lean L/R. I just cant seem to ever use it at the right time, always using it incorrectly I feel. Also the whole problem where you cant assign 2 controls to the same button. I know its a simulator, and im all for it, but some things just cant be done with a controller. Not enough buttons :/

EDIT: Be honest, how many of you actually use both brakes? You're either using one or the other xD, unless you have an external software that lets you use both on one button
Title: Re: MX Bikes beta2
Post by: ChrisK on November 24, 2014, 06:43:44 PM
data missmatch on every server, servers not updatet or i have a wrong installation?!
Title: Re: MX Bikes beta2
Post by: thisisdef on November 24, 2014, 06:59:47 PM
Quote from: PiBoSo on November 24, 2014, 12:47:43 PM
Where is everybody?  :o
What's going on?  ???
Can someone please explain why there was a lot of activity on this forum before beta1 release and now it dropped to almost zero?  :-\

I still check the forums everyday. From what I've heard from people is they check the forums, there's just not as much playtime. I noticed that over 12 hours after the release of beta 2 there were no servers online so I put one up until my servers officially don't exist. I am a huge supporter for the idea of Steam Greenlight, and I think that would help build a community even if it's odd at first. I think since it's a simulator people don't understand the learning curve and expect it to be more "fun". Fun factors include great online multiplayer, tons of content, and factors that are always unknown. The simulator is going for true simulation so in my opinion it will take a long time to have everybody enjoy it. I enjoy the game here and there, but I've played all the tracks already. The single player is fun for me which doesn't happen often for me anymore. I've played some other simulators like BeamNG drive which is fun in single player and offers more realistic material collisions. It serves it's purpose for what it was built for. In final words I think simulation will take a longer time for people to come in, and playable fun will take away from being a true simulator but it will bring people faster. I think it's up to you (which I hope it stays a true simulator) to decide on either if you want the activity or not. I may be way off topic, but there needs to be a reason to play and be active other than just the game itself. I still support you PiBoSo, I just don't have as much time or resources to push your creation.
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 24, 2014, 07:21:41 PM
You need to contact frankieonpcin1080p, he's got a couple of million sub's on YouTube.
Title: Re: MX Bikes beta2
Post by: holt619 on November 24, 2014, 07:34:32 PM
From the people I talk to, a lot of people still are around. They just don't feel the need to post asking questions like before beta 1 release since now they can answer it themselves by playing with the game now that it's out   :D.    Update is great and loving playing it now that I have some more free time!
Title: Re: MX Bikes beta2
Post by: MXK_cdub85 on November 24, 2014, 07:48:42 PM
I'm still here! I check the forums as much as I can. In my experience, I have tired of the tracks available and also the physics themselves are still a pain point for me. There's just a lot of little things, like better in air control, more of a responsive (maybe predictable?) feel to the bike, the cameras are still an annoyance for me. Third person is just not good, I'm sorry piboso. I enjoy the first person a lot, even though i still dont particularly care for the swinging motion. But it's really cool to see the whips and everything sometimes in 3rd person like on mx simulator. The bike just simply doesn't behave naturally most of the time to me. I've rode mx my whole life, professionally for 10 years now. It's in beta, so I have faith in your team to get over these hurdles. Your previous work is stellar! I just feel a lot of people are having a hard time jumping ship from Mx Simulator to Mx Bikes as of now. Mx Sim has an absurd amount of content, a large active community, brilliant series hosted by great guys, and physics that feel great and very close to the real thing (even if a little cartoony at times). I just think that MX Bikes hasn't fully cooked yet, but once its out of the oven people will start to flock back. Once people see that you can whip like crazy, terrain deformation, lots of content, and a respectful community it will really take off! I have a ton of respect and faith in you piboso! You have an extremely solid foundation on what is destined to be an amazing simulator. It just needs time my friend! Keep up all the amazing work, I will support everything you guys do!
Title: Re: MX Bikes beta2
Post by: ChrisK on November 24, 2014, 08:31:29 PM
but without more community tracks/bikes and skins, the comunnity will not get bigger, i love mxb but i dont play it because no one is online
Title: Re: MX Bikes beta2
Post by: rc4187 on November 24, 2014, 09:42:20 PM
I played yesterday and caught 3 or 4 guys online. It was pretty fun. But I agree... Usually online is dead. One thing steam is great at doing is bringing a community together as you can set up groups and get a message out. At the same time, I do think I'd wait 'til it's a little further along in development to open it to everyday people who don't understand the concept of the various stages of development.
Title: Re: MX Bikes beta2
Post by: onlyonetone on November 24, 2014, 11:34:59 PM
I'm still here as well! Just been crazy busy working 3 jobs. Still checking the forums mostly every day. Will be downloading this tonight when I get off work.
Title: Re: MX Bikes beta2
Post by: arnzzz on November 24, 2014, 11:57:27 PM
Im here every day as im so excited about the future of MXBikes. Its the first of your products ive owned outside of the demos of your other products.

Speaking as someone who is new to MX simulators, (ive got about 10 minutes in MX sim demo and now over 50 hours in MXBikes), I came to this after
watching MXsim videos, and honestly the scrubs and whips in those videos made me search for something like that but newer, with better graphics.

Hence I found your stuff and MXBikes.

After purchasing it my first impressions were pretty bad, but that was because I stupidly expected an in development product to be perfect. I expected
to jump on my bike, be whipping and scrubbing like crazy. And ill be super honest, i was gutted when I got the hang of the bike (which btw took about 10 hours spread over multiple days haha), just to find out that those moves were not possible to do(consistently anyway).

Ive been playing MXB now for about a month and we are in beta 2 now, and I think its a big improvement over B1. Its a long way from being the MX simulation I would like, e.g, controllable in air motion, terrain deformation, more content. But its on its way.

I think this will be THE mx simulation in the future, but like others have said, its not done cooking yet.

On a side note, I imagine the physics of an MX bike are a lot more difficult to tune correctly than a road bike. I dont envy you, but i do admire you :)

I have crazy high hopes for this sim, and I think you Piboso are the man to deliver. Ill be patiently waiting here and in game :)
Title: Re: MX Bikes beta2
Post by: MotoRogers499 on November 24, 2014, 11:58:24 PM
Im having a problem where profiles arent saving with Beta 2
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 25, 2014, 12:57:02 AM
Gdub's vid inspired me lol..  You can throw some pretty good whips after a bit of practice  8)

http://www.youtube.com/v/ty9a171GcDk

Title: Re: MX Bikes beta2
Post by: PiBoSo on November 25, 2014, 01:48:35 AM
Quote from: TheFatController on November 25, 2014, 12:57:02 AM
Gdub's vid inspired me lol..  You can throw some pretty good whips after a bit of practice  8)

Oh wow...
Hopefully you don't mind if it has been added to the new videos section:
http://www.mx-bikes.com/?page=about&section=videos
Title: Re: MX Bikes beta2
Post by: ExistentialEgg on November 25, 2014, 02:36:59 AM
Quote from: TheFatController on November 25, 2014, 12:57:02 AM
Gdub's vid inspired me lol..  You can throw some pretty good whips after a bit of practice  8)

That's amazing. So far I've only mastered the falling-on-my-face move.  :P
Title: Re: MX Bikes beta2
Post by: Vortex_Damien on November 25, 2014, 02:41:19 AM
Thats amazing! i love them. and that track is looking sweet too :P ( any kind of release coming soon with that ? )
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 25, 2014, 05:54:18 AM
Awesome vid fats! We need the Snappe Sx Rd1 now to all race online with... Eh snappe?
Title: Re: MX Bikes beta2
Post by: teeds on November 25, 2014, 10:12:03 AM
Quote from: TheFatController on November 25, 2014, 12:57:02 AM
Gdub's vid inspired me lol..  You can throw some pretty good whips after a bit of practice  8)

http://www.youtube.com/v/ty9a171GcDk

Sweet!
Title: Re: MX Bikes beta2
Post by: ChrisK on November 25, 2014, 03:01:06 PM
Quote from: PiBoSo on November 25, 2014, 01:48:35 AM
Quote from: TheFatController on November 25, 2014, 12:57:02 AM
Gdub's vid inspired me lol..  You can throw some pretty good whips after a bit of practice  8)

Oh wow...
Hopefully you don't mind if it has been added to the new videos section:
http://www.mx-bikes.com/?page=about&section=videos

germans cant see the video
Title: Re: MX Bikes beta2
Post by: RedChainsaw3 on November 25, 2014, 03:20:58 PM
Wow that's some amazing riding! It gives me a lot of motivation to practice more! A big thanks to Piboso and Snappe, the new beta feels great! :D
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 25, 2014, 04:57:21 PM
Thanks all, once you get the whip down it's pretty doable anywhere, still f*****g hard mind lol..

PiBoSo I don't mind if you want to put the video on the vids page - honored! Do you want me to remove the music? This would allow it to be played in Germany too..

Will be releasing the tracks soon, currently working the objects for TNMX, and the other one from the vid with the white fences and trees needs some tweaks now beta 2 is out so glad I waited!
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 25, 2014, 05:50:21 PM
Heres a short comedy clip for you all, starring my shit riding!! :D

P.s. Piboso id rather you didnt stick this on your video pages HAHAHA

https://www.youtube.com/v/0yCnPeGz46A
Title: Re: MX Bikes beta2
Post by: teeds on November 25, 2014, 06:00:13 PM
Quote from: gdubmx on November 25, 2014, 05:50:21 PM
Heres a short comedy clip for you all, starring my shit riding!! :D

P.s. Piboso id rather you didnt stick this on your video pages HAHAHA

https://www.youtube.com/v/0yCnPeGz46A


Been there, curse them hills! Gotta find out how to turn off that ejector seat lol
Title: Re: MX Bikes beta2
Post by: rc4187 on November 25, 2014, 06:25:39 PM
Quote from: gdubmx on November 25, 2014, 05:50:21 PM
Heres a short comedy clip for you all, starring my shit riding!! :D

P.s. Piboso id rather you didnt stick this on your video pages HAHAHA

https://www.youtube.com/v/0yCnPeGz46A

That corner! I know I'll have a good lap if I get through it. I'm always thinking about it about 3 corners in advance. Still have never made the inside line work there.
Also... Spent about an hour practicing whips. I got ok at them, but nowhere like FatController's vid. I have gotten good enough to at least correct bad take offs when not trying to whip.
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 25, 2014, 06:34:56 PM
lol Gdub - I know that feeling.. only every time I play Maryland  :D
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 25, 2014, 09:30:00 PM
Great job piboso! Stokedd to try out beta 2 when I get home
Title: Re: MX Bikes beta2
Post by: Phathry25 on November 26, 2014, 12:29:04 AM
Thanks for the quick update.  3rd person camera still needs fixing.  Steering feels better, but still plenty of room for improvement.  I'm not sure why or how but I know I can turn my bike bike with the front wheel of the ground in real life, it's the weirdest feeling when your bike just stops responding to your inputs because you front tire isn't on the ground.  If you can get that figured out.... :-*

Title: Re: MX Bikes beta2
Post by: PiBoSo on November 26, 2014, 12:41:04 AM
Quote from: Phathry25 on November 26, 2014, 12:29:04 AM
Thanks for the quick update.  3rd person camera still needs fixing.  Steering feels better, but still plenty of room for improvement.  I'm not sure why or how but I know I can turn my bike bike with the front wheel of the ground in real life, it's the weirdest feeling when your bike just stops responding to your inputs because you front tire isn't on the ground.  If you can get that figured out.... :-*

How would you change the 3rd person camera?
There already was a discussion about it. Basically, the camera follows the terrain, because following the bike would be annoying during a wheelie or stoppie. Also, it is made to point to the direction of motion, rather than where the chassis is pointing, to make yaw movements more visible.
Could it be that you simply need to get used to it, after years of using a different one, or is it really broken?
Title: Re: MX Bikes beta2
Post by: Phathry25 on November 26, 2014, 02:32:54 AM
It's wonderful in GP Bikes, but it's not right for jumping.  Sure it would be great to be able to see up a steep hill, but it would be 10x greater to have a stable camera as I went over a jump.  I will never get used to the camera bobbing up and down as I go over a triple.

I know this only weakens my argument, but it really is right in that other motocross simulation game.  And even if you don't like the default camera setup it's adjustable!  I believe it follows the center of the bike.  It doesn't move with the pitch or roll, and you can choose weather or not to have it move with the yaw.  Not that you didn't already know all that.
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 26, 2014, 10:43:37 AM
Quote from: Phathry25 on November 26, 2014, 02:32:54 AM
It's wonderful in GP Bikes, but it's not right for jumping.  Sure it would be great to be able to see up a steep hill, but it would be 10x greater to have a stable camera as I went over a jump.  I will never get used to the camera bobbing up and down as I go over a triple.

I know this only weakens my argument, but it really is right in that other motocross simulation game.  And even if you don't like the default camera setup it's adjustable!  I believe it follows the center of the bike.  It doesn't move with the pitch or roll, and you can choose weather or not to have it move with the yaw.  Not that you didn't already know all that.

The 3rd person camera was not made to point to the horizon to avoid problems going up and down hill.
However, something can actually be done for jumps. Stay tuned.
How would you make the camera adjustable?
No, I didn't know all of that. I don't play games, and Snappe only uses the onboard camera.
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 26, 2014, 10:46:00 AM
Quote from: PiBoSo on November 26, 2014, 10:43:37 AM
However, something can actually be done for jumps. Stay tuned.

:D
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 26, 2014, 11:07:42 AM
Quote from: TheFatController on November 26, 2014, 10:46:00 AM
Quote from: PiBoSo on November 26, 2014, 10:43:37 AM
However, something can actually be done for jumps. Stay tuned.

:D

Yes! Thanks piboso, the jump thing has def been a factor with the 3rd person.

Any news on snappes sx track? Seriously Need a major influx right now of tracks, its such a long slow process creating one i can't pile that kinda time into it right now.

Also piboso can anything be done in beta 2.1 with the rear end when cornering, it might be me just being crap but I feel that the rear end is not loose enough, it tracks the front end to much I think. And has anyone else noticed the cornering when turning on a sloped/banked turn? The camera goes weird and  it feels unnatural. Also I'm finding it impossible to turn on the spot, I can't come up on an inside and just brake,slide,gas out like in real life,seems I still need a big turning circle to negotiate the tighter turns. This is all constructive observations I've made piboso and please do not be offended, I love your work and still feel like I haven't paidyiu enough for the game! Cheers
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 26, 2014, 11:40:18 AM
Quote from: gdubmx on November 26, 2014, 11:07:42 AM
Quote from: TheFatController on November 26, 2014, 10:46:00 AM
Quote from: PiBoSo on November 26, 2014, 10:43:37 AM
However, something can actually be done for jumps. Stay tuned.

:D
Also piboso can anything be done in beta 2.1 with the rear end when cornering, it might be me just being crap but I feel that the rear end is not loose enough, it tracks the front end to much I think. And has anyone else noticed the cornering when turning on a sloped/banked turn? The camera goes weird and  it feels unnatural. Also I'm finding it impossible to turn on the spot, I can't come up on an inside and just brake,slide,gas out like in real life,seems I still need a big turning circle to negotiate the tighter turns. This is all constructive observations I've made piboso and please do not be offended, I love your work and still feel like I haven't paidyiu enough for the game! Cheers

No offense.
Steering on a slope and at low speeds are known problems, but not easy to fix.
Title: Re: MX Bikes beta2
Post by: al167 on November 26, 2014, 12:35:06 PM

[/quote]
Also piboso can anything be done in beta 2.1 with the rear end when cornering, it might be me just being crap but I feel that the rear end is not loose enough, it tracks the front end to much I think. And has anyone else noticed the cornering when turning on a sloped/banked turn? The camera goes weird and  it feels unnatural. Also I'm finding it impossible to turn on the spot, I can't come up on an inside and just brake,slide,gas out like in real life,seems I still need a big turning circle to negotiate the tighter turns. This is all constructive observations I've made piboso and please do not be offended, I love your work and still feel like I haven't paidyiu enough for the game! Cheers
[/quote]

No offense.
Steering on a slope and at low speeds are known problems, but not easy to fix.
[/quote]
I agree that the rear needs to be looser, could it simply be a centre of mass for the bike or rider?, it seems as if it where further forwards it may solve this. or it could even just a traction setting issue(too much)
Also I'm using hardcore mode 2 steering, could we have some more settings, like steering force, steering damping. Steering speed
Cheers for the hard work pibosoteam
Title: Re: MX Bikes beta2
Post by: MotoRogers499 on November 26, 2014, 06:47:15 PM
I know exactly why you cant slide the rear end out at all without crashing. You can slide it out, but not controllable at all. That is the problem, you just crash. Everyone agrees? mmk good.

PiBoSo, I hope you dont mind us comparing your game to Mx Simulator. I know it must kind of get old, but its really the only other game we can compare it too.

MXS players: If youve ever played with your restricted lock angle in your advanced stability, you will know it is the angle in which your steering locks up. Its used to prevent handlebar twitches when you loose traction. You want it to apply slightly after you loose traction in front wheel, of course that depends on traction of track. But yeah, lower the angle is, the faster the wheel locks up when you are turning. So it will lock up before you even lean down far enough to slide. This is bad, and i think its what is kinda happening in MXB.

In MXB, it seems like as soon as you get into the smallest slide or loose traction of front wheel, it locks up. Th front wheel just completely locks up.
Title: Re: MX Bikes beta2
Post by: Phathry25 on November 26, 2014, 07:33:04 PM
Quote from: PiBoSo on November 26, 2014, 10:43:37 AM
Quote from: Phathry25 on November 26, 2014, 02:32:54 AM
It's wonderful in GP Bikes, but it's not right for jumping.  Sure it would be great to be able to see up a steep hill, but it would be 10x greater to have a stable camera as I went over a jump.  I will never get used to the camera bobbing up and down as I go over a triple.

I know this only weakens my argument, but it really is right in that other motocross simulation game.  And even if you don't like the default camera setup it's adjustable!  I believe it follows the center of the bike.  It doesn't move with the pitch or roll, and you can choose weather or not to have it move with the yaw.  Not that you didn't already know all that.

The 3rd person camera was not made to point to the horizon to avoid problems going up and down hill.
However, something can actually be done for jumps. Stay tuned.
How would you make the camera adjustable?
No, I didn't know all of that. I don't play games, and Snappe only uses the onboard camera.

Well. Having the option to point to the horizon would be nice IMO.  I totally understand why it isn't locked to the horizon, but the way it moves over jumps now is the worse of the two evils. 

Being able to lock the camera to the yaw of the bike would be excellent.   Once again I understand the logic behind having the bike move separate from the camera too. Here's why I prefer to have it locked, and this is mainly a problem I have experienced in GP Bikes, but will apply here too once you get more issues ironed out. Anyways. When I play I am looking ahead of the bike, and just monitoring the bike out of the bottom of my eye, enough to get the job done, but not enough to notice a small slide until it's already a big slide and not catchable. When the camera is locked to the yaw of the bike you notice that small slide quickly because where you're looking suddenly changes and you realize automatically that you are no longer pointing in the right direction.

Being able to adjust FOV in 3rd person would be great or at least be able to move the camera back.  As far as I can tell FOV is only for first person right now. Adjusting the height of the camera would be useful as well.
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 26, 2014, 09:22:26 PM
You know I am an advocate of the third person camera changing, but I definitely don't think it is letting the game down in any way.. In fact I don't think I could ride with the camera attached to the bike in that way.

Unfortunately I see the point of the camera being a lot of work to get right. My ideal third person camera would be exactly as is, it would just follow the curve of the air rather than the ground when jumping, but I'm sure this is no easy task..

On a side note - @PiBoSo - After playing beta 2 for a couple of days now I've noticed that the bike doesn't get the same air from jumps anymore, has something changed to enable us to make steeper take offs? possibly with sx in mind? I can't make half the jumps on the track I'm working on now whereas in beta 1 - I was over shooting them sometimes.. Could you just give us a quick rundown on what has changed there? (just out of curiosity more than anything!)

Thanks.
Title: Re: MX Bikes beta2
Post by: ChrisK on November 26, 2014, 09:28:02 PM
maybe u ride the 250 with less power :D
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 26, 2014, 09:55:09 PM
@Fats, didnt he mention aerodynamic drag? maybe thats playing a part? just a guess mind, def having way way more fun with this patch!! :)

Here's a slightly crapper version of Fat's feature vid this week lol..

https://www.youtube.com/v/23gb9f4GZeo
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 26, 2014, 10:01:57 PM
Quote from: ChrisK on November 26, 2014, 09:28:02 PM
maybe u ride the 250 with less power :D

Haha.. yeah - I made that mistake the first couple of hours!

Quote from: gdubmx on November 26, 2014, 09:55:09 PM
@Fats, didnt he mention aerodynamic drag? maybe thats playing a part? just a guess mind, def having way way more fun with this patch!! :)

Maybe, or it could be my heightmap's too rough.. But yeh, definitely way more fun!
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 26, 2014, 10:20:12 PM
Quote from: TheFatController on November 26, 2014, 09:22:26 PM
Unfortunately I see the point of the camera being a lot of work to get right. My ideal third person camera would be exactly as is, it would just follow the curve of the air rather than the ground when jumping, but I'm sure this is no easy task..

Actually, this has been already done: camera is now linked to the horizon during jumps.
The change will be integrated in Beta3.
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 26, 2014, 10:26:45 PM
(http://www.paklinks.com/gsmedia/files/117918/mask-jawdrop-1-.png)
Title: Re: MX Bikes beta2
Post by: onlyonetone on November 26, 2014, 11:39:13 PM
Nice!

Also Fat and gdub, can you explain how you all are getting those whips? I can't even get close. Been trying for hours. ha
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 27, 2014, 07:23:45 AM
Hey man, to answer your first question about that sx track I made, honestly its a POS. I wouldn't bother wasting time on it so I'll prob never release. :) and the whips are kinda difficult to explain as I've found it depends on what setup you got. For me, I use left stick f/b and l/r lean, have my rider l/r lean on auto with smooth enabled on everything. Horrible setup I know but it works for me.
I hit jump as if to scrub it and work the left stick left or right and control my f/b also. To bring it back I hit the stick in the opposite direction and then SIT down. I found for me thats what could control my whip for landing. You can pull them whilst sitting but I've found the result seems more unpredictable. Keep practicing on Geo's track and the gravel pit or Maryland. We seriously need a huge compound with all the jumps n stuff to practice style.
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 27, 2014, 07:29:08 AM
so stoked on beta 2, the overall control of the bike is so much better. Great improvement. I'd also be interested in other people setups for the rider lean, are you all smoothing? and how much?
Ive also noticed a bug that wasn't in beta 1, you cannot lean your body at all while turning in corners. leaning on the outer edge of the seat greatly helped before. but the overall corning of the bike has greatly improved other than that bug. love the game
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 27, 2014, 07:37:08 AM
ha beat me to the post ^^^. Thanks gdub, thats how i've been throwing the bike as well
Title: Re: MX Bikes beta2
Post by: MotoRogers499 on November 27, 2014, 06:19:39 PM
The turning still feels off to me, for a Motocross Simulator. Should be able to cut down in corners and square up. I know the low speed stability plays a factor, but I really dont think that its the issue here. After conversation with Daffern, I cant help but agree that the bike still feels how a GP-Bike would. I think this is a result of the Direct Lean defaulting to 15%. I THINK Direct Lean is when the game uses your front wheel to steer using countersteer, rather than steering with bike roll. Im really not sure as to what it does, what I do know is that when I turned it to 100%, it felt soooo much better.

THE PROBLEM: It seems that with the Direct Lean at 100%, the bars respond to my analog stick going back to neutral. It is very hard to control this way. I want to have to turn the opposite way to countersteer myself back up, not have the steering follow the axis of my joystick. If i turn left and lean down say 40 degrees, I dont want my lean angle to return to neutral when I put the analog stick back to neutral. I know it sounds silly, so maybe an option in settings would be nice. I want to feel like im counter steering by having to lean my analog stick right to correct my lean. My thumb just doesnt have the precision to hold the analog stick in the place i want it to be, I want my lean angle to just stay like that until i correct it by counter steering (pushing analog stick opposite way) 

I cant help but think it feels arcade ish with the current steering system. Like in Mx vs Atv, the lean angle follows the joystick, which I hate  :o
I would just ride with Direct Lean at 0%, but it doesnt feel realistic because when I push my stick left or right, I want the bike to keep leaning until I stop leaning. Just like in any other Arcade mx game, the bike stop rolling when you stick gets to 100% on the axis. Its really hard to explain. And then there is the whole situation on how the bike feels to much like a road bike without Direct Steering at 100%.

I think the problem is that the lean angle follows the joystick. Ex) Controller joystick x- axis at 60% - bikes leans 60% over. The joystick axis should only control the speed at which the bike leans. So if I hold the joystick at 10% to the x+ axis then it will keep leaning the bike until you fall over, but at a slower speed than if you had the joystick leaned at say 50%

Sorry for huge post, I tried to make it as understandable as possible. Hopefully someone takes the time to read this :/
Title: Re: MX Bikes beta2
Post by: 𝖙𝖋𝖈 on November 27, 2014, 06:55:04 PM
I'm not sure where you are coming from Rogers, you pretty much want both, which should be direct lean 50%..

Rogers excuse me if I sound like I'm being obnoxious, I'm not going for that  ;) - You said in another post 'what does direct lean actually do' and I tried to explain, maybe not too well. It's as simple as if direct lean is at 100% wherever you hold the stick will be where the bike leans, if you have direct lean at 0% and lean the bike left 45% it will go, but returning the stick to neutral won't return the bike, you would have to put the stick say 10% right and it would return slowly, 40% right and it would return quickly. But as you have stated what you think would fix it, reading it, it seems like you have said both direct lean on and direct lean off feel better, so am a bit confused!

I ride with direct lean at 100%, only because I got used to beta 1 with direct lean ON, but might try experimenting in between as I do find sometimes where I put the bike seems a little out of place.

Personally I think if there are any issues* at all there is a lack of rider influence. The only thing I notice from time to time is it feels like I am controlling a bike with a blow up rider on. And while this is very seldom, it just feels like the rider needs more input with his feet on the floor, with his center of gravity shifting over the bike in corners and with his center of gravity hanging off the bike and being more of an influence in the air.. But as I said, it doesn't often feel like this, just sometimes the rider placement feels a little rigid and unforgiving.

*I think it's early days to claim these are 'problems' as a couple of months is not nearly enough time to explore and push the limits of the sim.
Title: Re: MX Bikes beta2
Post by: arnzzz on November 27, 2014, 07:34:44 PM
@TheFatController

The way you describe the feeling of the sim is exactly like i feel it is. I also got used to Direct Lean on during beta 1 , having full control with my sticks feels the most natural to me(there is a joke in there some where), but i also will try some new DL settings to see if this helps.

what I really wanted to say though is similar to what you said in that the rider doesn't feel like it has enough input into the physics of the bike. At times I feel like im the bike being ridden more than im the rider riding the bike :)

I would never devalue what we have here by calling the rider/bike code a copy paste from GP bikes, but it must be to a certain extent thats the very nature of all of Piboso's stuff and software development in general. Clearly some of those systems that pertain to the way the rider interacts with the vehicle and the world in general just do not translate well to this kind of riding.

I have to say though, I LOVE THIS sim so far. But i still feel it has a long way to go until it feels like a natural mx simulation.

please take this as constructive criticism, not just criticism, as im invested in this sim now as much as anyone and I only want to see it get better :)
Title: Re: MX Bikes beta2
Post by: MotoRogers499 on November 27, 2014, 08:02:33 PM
I completely misunderstood what Direct Lean does. My main issue was that the bike feels like a road bike. Only way to take a corner right now is riding the whole berm. No squaring-up or cutting down without crashing. No rear wheel sliding out without the front bars locking for some reason. I guess my mind tricked me into thinking that Direct Lean on 100% felt better, because of what I thought I knew.

Im not sure how much my input is appreciated now, considering the circumstances, but the game still feels like im riding a road bike. You should be able to get the bike to move a little underneath you. The moment you loose traction, you're pretty much done in this game. Theres no recovering.

EDIT: I hope nobody misunderstands me. I absolutely love the game how it is, and enjoy playing it very much. I just dont think it feels very realistic yet. I dont think it accurately simulates motocross, but that doesnt make it any less fun. Its the sickest feeling when you absolutely rail a berm. Its just hard to make sudden sharp turns without falling it seems
Title: Re: MX Bikes beta2
Post by: Kermit on November 28, 2014, 06:03:10 AM
Well why i think nobody is excited is everyone well almost all your fan base came from MX Sim and yea some from other places but everyone on MX Sim were so judgmental and didn't want to give this a chance. To be honest with you Multiplayer is horrible i sorta like it you cant watch your friends its to laggy and most of the time bikes don't load so all you see is a white bike and an invisible rider. I like the game its different so when i rage at MX Sim i can rage at MX Bikes. Somtimes i want to play it and as soon as i open it up it just feels bland and not fun after playing it for a good 20hrs or so. Needs alot of changes the whip system is hard cause you have to use the thing where your ass goes side to side to whip and it needs to be simpler than that because i hate that i lean like you should in real life and my front end tucks. One more thing everyone is suggesting things from MX Sim and you don't want this game to be like MX Sim it has to be different so be careful of that.


P.S. People really want to make edits but the Replay system is horrible its just plain useless for making edits so i would make some changes on that and allot of people want to make edits but they cant 1. Being they cant/don't know how to use the replay system. 2. being they cant make edits with friends because of the lag and its not fun to make an edit by yourself so do whatever hope it gets good and thank you for your efforts.
Title: Re: MX Bikes beta2
Post by: PizzaChet on November 28, 2014, 08:17:32 AM
People ARE excited about development of this sim. Some don't speak up and they'll just wait to hear(or read) that it's "better than MXS". Fact is, PiBoSo has an advantage over MXS with 1) The U.I. 2) Multi-channel audio including ambient sounds and drivetrain, brakes and crash sounds etc. 3) Stock tracks and models are way higher detail. I'm just naming a few. PiBoSo's workin' it and they have a lot of eyes on them. We just need the affordable handlebar-seat-footpegs controller for both. DoubleDragonCC  is the only one out there making those so I HAVE to afford it or make them myself! lol
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 28, 2014, 08:32:56 AM
@kermit. To say that all people who play/played MX sim are super critical and not willing to give it a chance isn't entirely true. I played sim for 2 years before this and felt a sigh of relief once I found out about it. As pizza already said its already at an advantage, MX sim is good yeah but still has too many flaws for me to continue playing. Mx bikes is far more advanced with its basic parts ATM. Given time I think we're witnessing the changing of the guard when it comes to a MX simulation. There is a couple of things which do hold the game back but maybe in a good way.. Track editing. On sim you have the easy to use editor that you can whip up a track pretty quick, anyone can do it. Good but not always a good thing. At least if your serious and dedicated to track building on this game you need to be patient and maybe spend some cash to get the tools you need as they are all external programs.

The replay system is awesome tho once you master the hot keys, 20fold better than the MX sim one.
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 28, 2014, 09:37:14 AM
I ride at 6% direct lean. Greatly helps sharp cornering and overall control of the bike. The less the better I feel. I rode 0 stability in mx sim for the same reason. After the counter steering is fixed I'll be throwing the bike through turns all day, but as soon as you lose traction you fall.
Title: Re: MX Bikes beta2
Post by: HornetMaX on November 28, 2014, 03:08:05 PM
Quote from: Stoneybonezz on November 28, 2014, 09:37:14 AM
I ride at 6% direct lean. Greatly helps sharp cornering and overall control of the bike. The less the better I feel. I rode 0 stability in mx sim for the same reason. After the counter steering is fixed I'll be throwing the bike through turns all day, but as soon as you lose traction you fall.
What has to be fixed in counter-steering ?

MaX.
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 28, 2014, 06:55:29 PM
What I mean by that is, when the front or rear end lose traction it's near impossible to bring back. When in reality , you'd drop the clutch , sit on the outer edge of the seat, and either jam into a rut/berm or counter steer and ride it out. I seriously love this game. So much potential. Beta 2 was a big step
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 28, 2014, 07:06:17 PM
This.
Title: Re: MX Bikes beta2
Post by: Phathry25 on November 28, 2014, 11:56:03 PM
LOL.  I knew it would come to this.  They're talking about sliding Max, not counter-steering.

It does seem that the balance between front and rear grip in MX Bikes could use some adjusting.  In the real world on a dirt bike if you're on the gas you're never going to lose the front end.  Here as soon as the rear tire breaks traction the front one does too.  Nothing that a modder couldn't adjust to his own liking AFAIK.
Title: Re: MX Bikes beta2
Post by: arnzzz on November 29, 2014, 01:44:11 AM
I just picked up MXGP in the Steam sale, and for all its glaring faults I really enjoy being able to whack my rear brake on when coming into a corner to fast, swing the back end round and power round a hair pin, while the whole time the font of the bike stays pretty much in the same position, while the rear spins up the dirt and gets me round the corner :)

That is the kind of control I feel we are lacking, Its what i crave :)
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 29, 2014, 04:32:56 AM
Yup, what you said geo. i'm just trying to get the rear to slide
Title: Re: MX Bikes beta2
Post by: Phathry25 on November 29, 2014, 08:25:40 AM
Quote from: geofanatec on November 29, 2014, 12:07:43 AM
Well, technically this is counter-steering :D

Are you certain?

https://www.youtube.com/watch?v=ivwZ_DEFHrc
Title: Re: MX Bikes beta2
Post by: onlyonetone on November 29, 2014, 08:55:42 AM
I played mxsim for a good 5-6 years. I'm not crucial on mxb at all because of how much I played mxsim. Mxb is already miles a head. Not trying to hate on mxsim at all. I just really love this game.
Title: Re: MX Bikes beta2
Post by: PiBoSo on November 29, 2014, 02:31:23 PM
Quote from: geofanatec on November 29, 2014, 02:15:42 PM
Quote from: Phathry25 on November 29, 2014, 08:25:40 AM
Quote from: geofanatec on November 29, 2014, 12:07:43 AM
Well, technically this is counter-steering :D

Are you certain?

https://www.youtube.com/watch?v=ivwZ_DEFHrc

Seriously, how many times will this video be thrown out there.

1. Yes I am certain, as the rear end of the bike slides out you counter-steer to keep it in balance. Same is true for a car, like in drifting.
2. The pic of the bikes above show them counter-steering very clearly.
3. They are all turning left, all have their bars countered to the right (push on left handgrip like in video), and all are sliding their rear out to the right.

The effects of counter-steering on a motocross bike are in principal the same as a road bike, but it is WAY different. You don't ride a motocross bike anything like you do a street bike. Hard to explain, but there is so much more going on with a motocross bike.

Not so different, if some of the best GP riders use MX to train during the winter season ;)
Title: Re: MX Bikes beta2
Post by: ChrisK on November 29, 2014, 04:31:19 PM
they train for fitness
Title: Re: MX Bikes beta2
Post by: GDUBMX on November 29, 2014, 06:53:06 PM
Quote from: ChrisK on November 29, 2014, 04:31:19 PM
they train for fitness

Rossi broke is finger on an MX bike this year,
Didnt Marquez break something on a KTM too?
after all it is the most PHYSICALLY DEMANDING SPORT IN THE WORLD PERIOD... :D
Title: Re: MX Bikes beta2
Post by: HornetMaX on November 30, 2014, 12:36:02 AM
Quote from: geofanatec on November 29, 2014, 02:15:42 PM
Seriously, how many times will this video be thrown out there.

1. Yes I am certain, as the rear end of the bike slides out you counter-steer to keep it in balance. Same is true for a car, like in drifting.
2. The pic of the bikes above show them counter-steering very clearly.
3. They are all turning left, all have their bars countered to the right (push on left handgrip like in video), and all are sliding their rear out to the right.

The effects of counter-steering on a motocross bike are in principal the same as a road bike, but it is WAY different. You don't ride a motocross bike anything like you do a street bike. Hard to explain, but there is so much more going on with a motocross bike.

Counter-steering is (also) used to act on the lean (roll): leaning the bike gives you the lateral force (on the rear tire) that allows you to control how much the rear "slides out".

I do see your point of car drifting, but cars do not lean, that makes a hell of a difference (tires have very little camber).

But I do agree on the fact that you don't ride a motocross bike anything like you do a street bike, of course :)

MaX.
Title: Re: MX Bikes beta2
Post by: PizzaChet on November 30, 2014, 02:58:08 AM
Quote from: geofanatec on November 29, 2014, 02:15:42 PMThe effects of counter-steering on a motocross bike are in principal the same as a road bike, but it is WAY different. You don't ride a motocross bike anything like you do a street bike. Hard to explain, but there is so much more going on with a motocross bike.
Have you watched the Isle of Man TT? I've seen guys that grew up on dirt bikes get it way wrong on streetbikes. Dirttrackers like Phathry make a good middle-ground of the two disciplines. The gyro effect and countersteering are needed and used in all two-wheel sport. Just different CG, suspension travel and geometry and also traction level. Goons look like they're roadracing the dirt too much, blipping downshifts with knees and elbows out. lol
Title: Re: MX Bikes beta2
Post by: 1Twelve on November 30, 2014, 10:58:51 AM
Came to the forum to see how things were looking for MXB, then saw Beta 2 was released. I know what I'm doin when the MXS off season comes..
Title: Re: MX Bikes beta2
Post by: Stoneybonezz on November 30, 2014, 05:12:03 PM
Riding a street bike and riding a dirt bike are 2 completely different things other than the gyro effect point blank.
Title: Re: MX Bikes beta2
Post by: HornetMaX on December 22, 2014, 12:03:31 PM
Uh, the scale is in the right direction, according to MXB (and GPB) definition of DL. 100% = pure direct lean.

If you have it at 80%, you're not using a tiny bit of DL, but a big chunk of it.

MaX.
Title: Re: MX Bikes beta2
Post by: Docfumi on March 09, 2015, 10:56:43 PM
Hi all, I just got MX Bikes after biting my nails over if I should or not. well all I can say is (BRILLIANT)!
I pretty much suck at the game so far but what a ride. I will not point out things everyone feels to be flawed
with this beta again all I can say is I'm very happy with my purchase and glad to have the all of  PiBoSo' collection of games. Now I just have to (practice times ten)!!!
I am happy to see that there is a new beta coming out, I hope soon and hope to see some of you online.

Cheers and thanks to PiBoSo and Crew
Docfumi

Thanks also to HornetMax for MaxHud plugin. way to take it up a notch  ;D
Title: Re: MX Bikes beta2
Post by: BOBR6 84 on March 12, 2015, 03:08:26 AM
Quote from: PizzaChet on November 30, 2014, 02:58:08 AM
Quote from: geofanatec on November 29, 2014, 02:15:42 PMThe effects of counter-steering on a motocross bike are in principal the same as a road bike, but it is WAY different. You don't ride a motocross bike anything like you do a street bike. Hard to explain, but there is so much more going on with a motocross bike.
Have you watched the Isle of Man TT? I've seen guys that grew up on dirt bikes get it way wrong on streetbikes. Dirttrackers like Phathry make a good middle-ground of the two disciplines. The gyro effect and countersteering are needed and used in all two-wheel sport. Just different CG, suspension travel and geometry and also traction level. Goons look like they're roadracing the dirt too much, blipping downshifts with knees and elbows out. lol

I didnt read the whole thread sorry.. Id say the only difference is the body position..

Counter steering and everything else is all the same on 2wheel machines.. Hanging off knee down or leaning the opposite way with your leg out.. The handlebars still do the same job..

Lots of road racers ride mx, flat track, whatever else.. Gets you used to the bike moving around, throttle control, sliding, etc

Also take a look at josh brookes at cadwell over the mountain! ;)
Title: Re: MX Bikes beta2
Post by: BOBR6 84 on March 12, 2015, 04:02:42 AM
Also.. Take a dirt bike, put slick tyres on, find some tarmac.. You have supermoto... Counter steering, backing it in etc. Same..

Its all the same except the terrain for mx has cambered tight corners,  bumps and jumps.. And you move around alot more to fight the uneven surfaces and lack of grip..