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April 24, 2024, 05:23:25 AM

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MX Bikes beta18j available! :)


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Messages - inTights

1
@Hornetmax, correct, its not all, but a major part of getting around rough terrain- However, what teh different modes would do is 1) give a visual aid and wider range of animations, and more importantly, 2) limit the range of the input. Having the range of the thumbstick correlate the the whole motion teh handlebar can do, is just way too sensitive. It would help with the big difference between fast and slow. The leaning/foot-out mode [2] used at low speed would have the rider applying more steering for sharp turn, but in mode 1 be able to drive slow without jerking spastically.

@Mace-x, i think it would become a natural habit after even a short time. For flat turns you basically change no mode. While braking for a slow corner you tap the appropriate should button and when exiting the corner, the opposite one.

I just think many have tried and all use teh same method, but it always ends up ridiculous difficult (and again thats not what makes a sim a sim) and so automated that tehre is no room for precise racing. Its so dependent on perfect lines. As of now with the hardcore method, sure, maybe 10 or 15 people can get the bike around the track, but having races that  look anywhere close to how races are in real life is just not going to happen. And im not talking about one pass, but laps after laps actual close racing.
2
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?
3
Definitely controller. I mentioned analog sticks ;)

Direct lean is a little better, i guess, but still acts weird. But glad im not the only one thats bothered by it, although I think im alone when it comes to the general feeling about it. I'll try using the G25 at some point and see if that makes it better, regardless of the awkwardness xD
4
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.
5
General Discussion / Re: Questions
June 25, 2014, 03:41:34 PM
given that he can reset the bike before the jump? ~200 seconds?

However, doing it in-game is kinda pointless anyway as it doesn't have any information on the handling and how the whip developed. You could "fake" such things easily in mx vs atv too, but that doesnt means its good, you know. To just show the animation and possible rider positions for various styles, it could be grabbed plainly from the animation program, which btw, would be a sweet BTS snippet.

6
General Discussion / Re: Questions
June 25, 2014, 05:46:43 AM
It really doesn't take much time. Making a screenshot takes a fraction of a second and uploading it, is like 30sec. 7 pics would be ~2 minutes. Thats hardly taking a week off of the development. Its something you do before a get a coffee or stretch out.

Creating a hype or high expectations from a screenshot, which is very dangerous as it doesn't give any information about the handling, would be a legitimate reason to not post anything, but that it takes time to make a screenshot, is not.
7
General Discussion / Re: Mx Bikes Modeling
May 19, 2014, 01:42:23 PM
Quote from: PiBoSo on March 19, 2014, 07:50:16 PM
It will be possible to make custom physics.

Thats nice to hear. Will it be as easy as editing a few values or do you have to have extended knowledge?

From the looks of it, it uses a similar smart physics model like LFS. A few have made a complete mock-up with LFS' physics and it already is greater than most dedicated bike simulation/game

https://www.youtube.com/watch?v=EKIFa543Y3k
https://www.youtube.com/watch?v=PHdzY6ibirc
https://www.youtube.com/watch?v=BXOVrPR9QSM
https://www.youtube.com/watch?v=A1On88G10HQ

Imagine a proper frame model and a driver which would effect the weight distribution.