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April 23, 2024, 04:08:29 PM

News:

MX Bikes beta18j available! :)


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Topics - inTights

1
Hi,

First of all, excuse my English. I hope my point come across nonetheless.

I always wondered how to make the control of bike better. IRL, everyone can easily just move a bike and get around, and this shouldnt be the biggest hurdle in a bike game. Using a steering wheel only improves the precision. Even a mod to handle bars, wouldnt change much about the fact that so much about riding in a game, is automated. Of course, to an extend, it has to be, as a lot of balancing is done by the human inner ear, but there is room for improvement to use, even the gamepad, to a greater effect. The biggest difference to simulating the handling on cars is, that the rider's body and movement, has a major impact on the handling (obviously), but that has to be managed better. So the idea is to bring more control to what teh rider (body) does. I imagine like 3 modes of positioning of the rider's body on the bike. This is probably a lot easier to realize, or applicable, with GP Bikes as the rider hangs far more over the seat, but is still relevant for this game. The goal is to better use the whole range of the analog sticks, or whatever input (even digi-pad would benefit of it).

So, Mode 1 would be rider sitting in the middle, and the whole range of the input device, moves the rider (or merely teh handle bar) effectively just slightly so its very easy to just drive straight. Something that is very easy IRL too.

Mode 2, triggered by the shoulder button left or right, is the rider hanging slightly on the side giving the whole bike and rider the notion for that direction, and the whole range of input would then move the rider/bike from, lets say, angle 8° to 20°, or whatever.

Mode 3 (probably only useful for GP bikes) would be the rider hanging way off to the side, and again, the whole range of the input device could be used to make adjustments.

I think this would get rid of all the twitchyness that is inevitable as of now and makes it more accessable to control. The whole realism factor doesnt suffer, for those hardcore simfans (i am one too btw), but theres just only so much that can be automated without being boring arcade. There is stil a lot of skill necessary to handle the bike, or get good times with it for that matter.

So what do you guys think?
2
First of all, i'm glad someone is giving a shot at MX simulation as all the atv vs mx titles don't catch me. It's all so stiff and unnatural behaving.

However, i'm trying to start going, but unless i reach a certain speed, the rider/bike keeps falling and twitch the handlebars. I can understand that its only realistic to a certain extend, but wouldn't it make sense to have a steering help at lower speeds due to the lack of some sort of handlebar-peripheral. I mean this could be achieved with the rider putting his feet down, or limiting the angle, or having him move it very slow. I have already put the lean>smoothing on press (and release) to 100% which makes it react slower, but even then, moving the analog stick just lightly in one direction and making smooth throttle inputs (right analog), the handlebars/rider keeps twitching from side to side.

Please refrain form stuff like "its a simulation" "its supposed to be hard" and so on, as its really not needed. I love simulations, but MX Bikes doesn't seem very evolved from something like MXS and im a little bummed out about this whole project. Especially seeing as Scawen Roberts is probably not very motivated in doing a bike sim, having just found a spark of passion for cars again.