• Welcome to MX Bikes Official Forum. Please login or sign up.
 
April 16, 2024, 10:18:59 PM

News:

MX Bikes beta18j available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Wedgewood

1
Support / Steam Key
February 20, 2020, 07:39:07 PM
Hi there, I bought the game back in 2015 and no longer have access to the original email or Paypal account I used to buy it. I was hoping to have my key transferred to a steam key.  is this possible?
2
Suggestions and wishlist / Saving Space
December 23, 2016, 05:23:59 PM
The amount of space that the "bikes" and "tracks" folder take up when the mods are added is very large and taking up crucial space on small SSD's.  A sollution would be to allow additional bike and track add-ons to be placed on another harddrive and called upon using a shortcut.  This way we can keep the game itself, taking up very little space on the SSD for performance benefits, and keep the 10+GB bike and track add-ons on a standard harddrive.

The game itself takes up 1.24GB but with downloaded bikes and tracks it's now above 16GB and getting bigger, and because of this I find myself removing the game from my SSD completely each time I'm finished playing.
3
Support / Frame Rate and Physics
November 10, 2016, 03:15:30 PM
I'm just wondering what role framerate plays in providing accurate physics and how many physics samples does it take per frame?  The reason I ask is because in the other simulator that I play, X Plane 10, they take a determined amount of physics models per frame(can be changed by user from 1-10 samples per frame)  to provide accurate real time physics, however when the frame drops below a certain fps than the simulator is not getting enough physics model samples to provide accurate physics and unintended things might happen in the game and distance vs time may be slightly skewed with low fps.  In X Plane 10 faster moving and reacting vehicle require much more physics models per frame than slower moving vehicles to provide accurate physics. 

The reason I ask this is because I try to get the most realism out of this Sim but I also like to turn up the eye candy(high res texture and with grass, etc.) sometimes and want to make sure that I'm not hindering the physics model by a lower than ideal framerate.  In X plane they recommend at least 20+fps for more lethargic aircraft and 30+ fps for smaller faster aircraft in order for the physics engine to properly perform.  With the amount of movement in the bikes and the fine detail in the bumps and dirt I can't help but think this Sim would require a very high FPS to perform realistically.  At what low framerate will the physics start to suffer, what is the ideal framerate range, and are there any FPR counters built into the game?
4
General Discussion / Why are the servers empty?
August 12, 2016, 07:04:00 PM
This game absolutely blows me away and I can see from the comments in the community that I'm not the only one.  I try to play as much as possible however it gets boring just doing laps by myself and I'd much rather play online and ride with other people, not just competitively but also for fun.  I usually check the servers before I play and sometimes I decide not to play because they are empty, and I assume other players do the same. 

My questions is why are the servers always empty?  It's a successful beta so far with many players, yet they are not seen online unless it's a scheduled race.  Are people choosing practice over online in order to chase their own ghost to improve their lap times, not playing online because of the core crashes when several players join one server, or just not really playing the game that much?

This game takes motorcycle sims to a whole new level and I'm honestly baffled by the lack of players. 
5
General Discussion / Riding Crossed Up!
July 02, 2016, 02:08:29 AM
In an attempt to go faster through turns I started using manual lean L/R instead of autolean L/R and noticed that I can corner much faster when manually leaning into turns.  After comparing replay's between manual lean and autolean I've noticed that autolean makes the rider ride "crossed up" (leaning to the outside instead of the inside of the turn) through most of the corners.  The only time I've seen the rider actually lean into the turn was at the halfway point through a berm but only for a split second before he went back to riding crossed up.  I understand that for very slow maneuvers it may be best to counterweight or ride crossed up but at the speeds that we race it would be beneficial to have the rider lean into the turn rather than away from it.  I feel like this is why the bikes feel so reluctant to make tight turns.  Has anyone else noticed this and find this to be a problem?
6
Bug Reports / First Person View
December 03, 2015, 12:37:29 AM
I'm not sure if this is considered a bug or not but I'm using a 27' monitor and find it hard to keep my eyes tracking where I want to go because of the camera bouncing around.  Because of this I've been using FOV set to 115 through profile.ini and I find it works great, I can keep my eyes on where I want to go and I can see a little more into turns(I don't use corner anticipation so I can always see the lean angle),  and there's no noticeable distortion.  The problem is that if I make any changes at all to any settings in game it will take my view back to the default max of 100 and I then have to quit the game and alter the profile.ini file.  I'm wondering if there is a work around to this or if it's possible to have this fixed?... Thanks in advance
7
Bikes / Cloning and Altering Bikes
November 17, 2015, 03:12:50 PM
Hi There,  I don't have the skills/knowledge to design a bike however I'd like to make small changes to the existing bikes using only the text files.  My problem is that either only the cloned bike or the original shows up but I can't get both of them to show up at the same time.  I have the bikes.pkz unpacked and am using the bike folders there to clone.  I will take the 250 and make slight changes to the geometry but leave the file names the same except for the bike folder.  I use the .ini file to rename the bike and give it a new ID so I don't have 2 with the same name.  When I open the game it only shows one 250 bike available and is usually the original not altered bike.  If i delete the original 250 folder it will then let me use the altered bike but sometimes randomly even with my altered version as the only one in the folder it will only let me use the default bike.  So my question is how can I have both of these bikes available to choose.  Is there another file other than the .ini file that I should be also changing the name or do I have to go through all the files and names and replace "250" with a new name? 
8
Suggestions and wishlist / Spawn Location
November 10, 2015, 02:46:19 PM
It would be nice to have an option to choose your spawn location in the pause menu during practice.  This way we can work on the corners and sections that we have the most trouble with without having to do full laps to make it back to that section.  This would save a lot of time and frustration while trying to master the tracks.  Also a button to temporarily lock the front wheel position will help alot with low speed and uphill sections.  This game is great and keep up the good work.