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April 25, 2024, 11:03:59 PM

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MX Bikes beta18j available! :)


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Messages - ryanmx25

1
Hmm that is strange, but I was thinking that may be the case as chassis setup is the most crucial factor to Mx. The forks should carry over pretty nicely for the most part, but a shock can be more tricky as different linkage ratios require different spring rate (which is available) and different damping characteristic. The endless tune-ability is nice but you gotta wonder if it's just too much to fit all the puzzle pieces together.
2
So I've mostly only been playing with the Oem bikes after picking this game back up but last night I only played with the piboso 250xf and 350xf. It's apparent the suspension of the stock bikes is much more controlled, and has overall more dampening feel, rather than just feeling like straight spring. It works quite well even on Supercross. Nothing but props to you asdrael as the job seems quite extensive and definitely no walk in the park, just wanting to provide some constructive feedback!:) It seems as though you guys are already aware of the isssues however
3
Quote from: ryanmx25 on December 10, 2019, 08:04:33 PM
Quote from: Asdrael on December 10, 2019, 07:03:12 PMYea. But there are three issues currently.

1. The shape of the dampening curve for both compression and rebound

2. The actual values.

3. The clicker range.

3 is easy to address. 1 can be done BUT it's speciality specific - enduro and Supercross basically have opposite curves. 2 is... Well, hard to get real values, speciality specific and must be eyeballed.
Is there instructions on how to change the damping curve? Or is that something that needs to be done say when creating bike physics ?Yes I'm aware damping is specific to riding type. I figure with an in game adjustment range you could come up with an almost ideal setting just from testing, trial and error. Without an easy in game adjustment it basically defeats the purpose of having different types of tracks aside from basic motocross. This would be the best method of approach imo, real life data would be helpful but not an end all be all. Yeah this is a simulator but not everything transfers over  perfectly.
4
Quote from: Ruubs on December 10, 2019, 02:37:51 PMShack has quite a bit of knowledge and data and is doing a fantastic job getting the suspension to work properly.
I do expect shack's suspension values to be included in the OEM pack at some point, but I don't quote me on that.
Do you mean he/we are able to adjust the values outside of what's adjustable in the garage ?
5
Quote from: Ruubs on December 10, 2019, 12:11:10 PMWe've been talking about this for the past week in the Mx Bikes Discord channel. Mostly Asdrael and Shack are working on getting better suspensions values.
Feel free to join the discord and help them out :)
MX Bikes Discord Server: https://discord.gg/8wwwNDn
If the current clicker settings do in fact simulate actual clicker adjustments, I think it's just a matter of having a separate compression / rebound valving adjustment. Clicks are just meant to be a fine tune and are not capable of making drastic changes to the damping curve, as is necessary for the wide variety of tracks and disciplines. Hopefully piboso chimes in :) Just starting getting back into it since I first played a few years ago, it's sure came a long ways ! If only we could get some data directly from KYB/showa/WP but I'm afraid it won't be that easy 😆 Perhaps try reaching out to a big tuning company like race tech, or factory connection who specialized in revalving and knows the differences between motocross and Supercross setups. They have suspension dynos that could provide some nice solid data, the tough part would be getting access to that data as id imagine they're quit protective of it and don't want their R&D getting around to people it shouldn't.
6
It seems like the compression, and rebound damping is not able to be adjusted stiff enough even at 0 clicks. The bouncy-ness can be improved with the right settings but still feels like a pogo stick. On a real bike the clickers only move the damping curve up or down without actually changing the progressiveness of the damping curve, that's where a revalve comes into play. Is it the same in this game ? If so perhaps we need an adjustment to modify the damping curve, or if the clicks already simulate a 'revalve' we need more adjustment range.
Example
http://www.kreftmoto.com/revalve-control
Imo this is the main bug with the playability of this game, and would help a lot of other common complaints as well. For novice motocross the current adjustments seem close but still a little soft/fast, advanced motocross tracks it becomes farther away from ideal, and for Supercross it's not even close. Supercross suspension settings are vastly different from standard setting off the show room floor, it seems as we don't have that adjustment capability.
7
Track Editing / Re: Track editing questions/help
May 01, 2016, 04:06:25 PM
WW Ranch, spent a lot of time figuring out jump shapes and what not that this game likes ;D Can anyone give me an idea of why my textures look like this in mapviewer, but like the 2nd pic ingame?

8
I ended up on 100 direct lean and 85 stability I think, After playing more I didn't have much problems just gotta get a feel for it ! I ran a 1:30 on the 250f at paleta I was pretty proud of ;D
9
General Discussion / Re: Best Whip Contest?
April 30, 2016, 06:10:52 AM
Threw a pretty big one, this jump may be cheating though ;D
https://i.gyazo.com/3a4b101fb0a725f68b48c6715e328b09.mp4
10
Track Editing / Re: Text Guide - Geo's Tutorials 1-5
April 29, 2016, 11:56:17 PM
Quote from: philiaN on April 29, 2016, 11:32:47 PM
You did this Step? I cant tell you if you need to do all the Steps from TrackED, but you have to do the Centerline.

Important: You have to Start with a Straight and End with a Curve

Finish the Centerline

Centerline -> Save as track.tcl
Centerline -> Merge
File -> Save -> Overwrite track.trh

Reopen TrackED -> Load track.trh (It should have now a Red line)

and did you do this Step?

Important: If you change anything on the Heightmap etc., you have to update the .MAP and .TRH File, also you have to  merge the centerline again!!
So, Run map.bat -> Run trh.bat -> Open TrackED -> File -> Load the .trh File -> Centerline -> Merge  -> File -> Save -> Overwrite the .trh File



I got it working 8)Thanks for the writeup dude! I still can't see coordinates in my tracked, it seems there is another subgrid covering where geo's was
11
Track Editing / Re: Text Guide - Geo's Tutorials 1-5
April 29, 2016, 11:26:15 PM
I am getting a crashing game also, I followed the step, updated my .map .rdf .trh and all that. The only thing i really skipped off on was the .rfd, I didnt place the start/finish or any checkpoints because the coordinates werent showing up in my tracked, i dont know if thatd cause my problem. Here is a pic of my folder https://gyazo.com/5dcbd9c5a8c7e8acf2c5b39c29fe3216 Hope someone can help.
12
Track Editing / Re: Text Guide - Geo's Tutorials 1-5
April 29, 2016, 05:14:14 PM
Hell ya thanks man! I tried converting one of my track from sim into this yesterday but I couldn't get the .map file to create but I'll give it another go today. I know I'll have to rework my whole track to cater mxbikes but it shouldn't take too long, we need some more tracks :D kinda weird to use a different games ingame editor to make terrain for this game but I love how it works :P
13
General Discussion / Re: Roll Call --- Location ?
April 28, 2016, 07:08:30 PM
Dayton, Oh
United States
18 Y/o looks like I might be the youngest, as far as people posting in this thread :D
Picked up this game a couple days ago to switch it up from sim a bit (Been racing the whole supercross series) and now this is all I've played all week 8) I've been online with some buddies that just started playing too, wish some more people would come!
14
Well after following the development of this game I finally gave the beta 4 demo a try yesterday, been playing sim for 5 years or so. The graphics, bike setup, from checking your sag, to tire pressure, and all that blew me away it was sick! After getting a few laps in and dialing in a decent setup I could make it around pretty well. The problem I had was it seemed the leaning was too slow, and if I were to make a looser setup, the bars become so wildly unstable it's hard to even get going. Now in real life when I'm riding, and watching pros, the bars don't turn hardly, on flat ground probably more than never half way to the stoppers. But you see through rutted turns, you can see videos of the pros go from vertical to dragging bars in the dirt in an instant, and that just wouldn't seem possible in this. Another big problem I thought were the in-air physics, if I turned one way the bars would just slam to the stoppers, which you don't see in real life, it's more like pulling on the bars in the direction you want, rather than actually turning them. Also in the air, it felt like the bike instantly weight 20 lbs, and the gyro of the wheel would not control it much. Which is something that is very very noticeable in real life. If anyone has any setup tips on how to make leaning looser but making the front end tight that would be nice :D Seems like I need a Showa steering dampener lol. Excited to see where this game will go, it has so much potential
15
It would be nice to be able to change boots Ingame but I would prefer animations.