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April 20, 2024, 05:10:24 AM

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MX Bikes beta18j available! :)


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Messages - al167

46
General Discussion / Re: It's Now Mid-March
March 17, 2014, 10:14:02 AM
Quote from: mx43racing on March 13, 2014, 08:00:26 PM
Where is he from?
the .au at the end of his website tells me he's based in Australia.
http://www.soundwaveconcepts.com.au
47
Suggestions and wishlist / Re: Forum Development
March 08, 2014, 03:25:32 AM
limit to one post per day per person on forums. some people are bombarding the forums with pages irrelevant info. it would make people search as most answers are covered already.
I am getting frustrated reading moto28 and MotoRogers499 comments. its like spam in your Hotmail account.

also I tried to add a youtube vid using the flash button but I couldn't get it to work. could someone please do a quick tutorial?
48
Suggestions and wishlist / Re: Ground Deformation
March 03, 2014, 10:54:25 AM
piboso, did you look at how reflex done it? if your curious the info is here. http://www.twisteddirt.com/wiki/SoftnessMapTexture
the reflex system works quite well and the additional softness map makes it real easy to  control excactly where you want the bumps/ ruts to form.
cheers al
49
Suggestions and wishlist / Re: Realistic Risks.
March 02, 2014, 07:43:13 AM
I love the idea of ragdoll crashes!!!
make the rigged jointed body lifeless, so legs, arms head go floppy and bounce around as if your unconscious and react to the terrain with spring/dampening characteristics.
start at 40 seconds in this vid of flatout. that's how it it should be ;D ;D
www.youtube.com/embed/nBrgo794Gyw
50
General Discussion / Re: Questions
February 11, 2014, 07:50:43 AM
yeah phat, r factor works great, because it checks mods and verifies them before it allows you into a race- sort of like how mxs checks the tracks before a race to ensure you havnt modded it.

heres just the tyre model phisics for r factor 2:
[COMPOUND]
Name="Street"
FRONT:                                // Arguments: ALL, FRONT, REAR, LEFT, RIGHT, FRONTLEFT, FRONTRIGHT, REARLEFT, REARRIGHT
TGM="datsun240z_Tires"                  // Physical tire geometry model (*.tgm) file
DryLatLong=(1.260, 1.250)             // Lateral/longitudinal coefficients in dry weather
WetLatLong=(1.250, 1.230)             // Lateral/longitudinal coefficients in wet weather
Radius=0.2905                         // Radius of tire
RadiusRPM=2.01e-6                     // Increased radius per unit RPM
Width=0.205                           // Width of tire
Rim=(0.1980, 990000, 9500, 3.0)       // Rim radius, spring rate, damper rate, minimum velocity to produce sparks
SpringBase=40000                      // Base spring rate with no pressure
SpringkPa=850.0                       // Spring rate per unit pressure
Damper=745.0                          // Damping rate of tire
SpeedEffects=(550, 3.5)               // Speed at which grip drops to half (m/s, 0.0 to disable), speed load equivalency (see above)
LoadSensLat=( -8.00e-6, 0.380, 21000) // Load sensitivity for lateral grip (initial slope, final grip multiplier, final load)
LoadSensLong=(-6.70e-6, 0.580, 21000) // Load sensitivity for longitudinal grip (initial slope, final grip multiplier, final load)
LatPeak=( 0.150, 0.225, 9900)         // Slip range where lateral peak force occurs depending on load
LongPeak=(0.110, 0.175, 9900)         // Slip range where longitudinal peak force occurs depending on load
LatCurve="Default"                    // Slip angle curve (data uses normalized angle)
BrakingCurve="Default"                // Slip ratio curve under braking
TractiveCurve="Default"               // Slip ratio curve under acceleration
CamberLatLong=(3.30, 0.07, 0.41)      // Peak camber angle, lateral gain at peak, longitudinal loss at 90 degrees
RollingResistance=1500                // Resistance torque (Nm) per unit deflection (m) on ground
PneumaticTrail=5.50e-06               // Pneumatic trail per unit load (m/N), adjusted based on slip
HeatBasePeak=(0.20, 0.01)             // Base peak slip to compute friction heat, fraction of base to use (0.0=use dynamic peak slip only)
Heating=(1.05e-0, 8.95e-3)            // Heat caused by (rolling, friction)
Transfer=(10.00e-3, 1.90e-3, 3.20e-4) // Heat transfer to (road, static air, moving air)
HeatDistrib=(9.50,100.0)              // (Max camber angle, max off-pressure) that affects heat distribution (higher number -> less temperature difference)
AirTreadRate=0.010                    // Heat transfer between tread and inside air
WearRate=1.61e-7                      // Wear rate constant
WearGrip1=(1.000,0.990,0.985,0.982,0.979,0.976,0.973,0.970) // Grip at 6/13/19/25/31/38/44/50% wear (defaults to 0.980->0.844), grip is 1.0 at 0% wear
WearGrip2=(0.967,0.964,0.961,0.956,0.948,0.932,0.860,0.760) // Grip at 56/63/69/75/81/88/94/100% wear (defaults to 0.824->0.688), tire bursts at 100% wear
Softness=0.6                          // Softness is now just for AI strategic use
AIGripMult=1.070                      // Grip multiplier for AI vehicles (due to tire model simplification)
AIPeakSlip=0.095                      // Simple peak slip angle for AI vehicles
AITireModel=1.00                      // 0.0 = original AI tire model in terms of slip, 1.0 = more similar to player tire model
AIWear=1.001e-7                       // AI wear rate constant
Temperatures=(83.0, 20.0)             // Optimum operating temperature for peak forces (Celsius), starting temperature
OptimumPressure=(154.0, 0.0400)       // Base pressure to remain flat on ground at zero deflection, and multiplier by load to stay flat on ground
GripTempPress=(0.95, 0.54, 0.40)      // Grip effects of being below temp, above temp, and off-pressure (higher number -> faster grip dropoff
//
REAR:
TGM="datsun240z_Tires"
DryLatLong=(1.260, 1.250)
WetLatLong=(1.250, 1.230)
Radius=0.2905
RadiusRPM=2.01e-6
Width=0.205
Rim=(0.1980, 990000, 9500, 3.0)
SpringBase=40000
SpringkPa=850.0
Damper=745.0
SpeedEffects=(550, 3.5)
LoadSensLat=( -8.00e-6, 0.380, 21000)
LoadSensLong=(-6.70e-6, 0.580, 21000)
LatPeak=( 0.150, 0.225, 9900)
LongPeak=(0.110, 0.175, 9900)
LatCurve="Default"
BrakingCurve="Default"
TractiveCurve="Default"
CamberLatLong=(3.30, 0.07, 0.41)
RollingResistance=1500
PneumaticTrail=5.50e-06
HeatBasePeak=(0.20, 0.01)
Heating=(1.05e-0, 8.95e-3)
Transfer=(10.00e-3, 1.90e-3, 3.20e-4)
HeatDistrib=(9.50,100.0)
AirTreadRate=0.010
WearRate=1.61e-7
WearGrip1=(1.000,0.990,0.985,0.982,0.979,0.976,0.973,0.970)
WearGrip2=(0.967,0.964,0.961,0.956,0.948,0.932,0.860,0.760)
Softness=0.6
AIGripMult=1.070
AIPeakSlip=0.095
AITireModel=1.00
AIWear=1.001e-7
Temperatures=(83.0, 20.0)
OptimumPressure=(154.0, 0.0400)
GripTempPress=(0.95, 0.54, 0.40)


51
Suggestions and wishlist / Re: Forum Development
February 07, 2014, 11:49:19 AM
would be cool to be able to embed youtube vids in the forums too
52
General Discussion / Re: Track editing
February 07, 2014, 11:45:19 AM
for track making it would be good to have individual start gate locations, and maybe joker lane capabilities so we can make tracks like the monster energy cup
www.youtube.com/embed/cIYOTwfRimY
heres this same track that I made for reflex. :)
www.youtube.com/embed/Sanpgdh_eik
53
General Discussion / Re: Questions
February 06, 2014, 01:38:06 PM
will there be rider numbers and name on jersey?
this is a huge issue in mxs as you need to skin them to your gear, so you need to download some ones custom texture to see there name on their jersey.

id like to see an editable name/number just like reflex with different fonts. or even better, an 256x256 alpha overlay that aligns over your jersey so that people can have custom numbers overlays that works with all the different skins. the overlay would be registered to only that users id.
54
General Discussion / Re: Questions
February 06, 2014, 01:23:47 PM
Quote from: Midbeck on February 06, 2014, 06:28:09 AM
Quote from: Acr21 on February 05, 2014, 11:44:11 PM
Quote from: Snappe on February 05, 2014, 11:28:41 PM
To clarify here's how things are separated (in brackets says what can be modded):

Helmet + Goggles (model & texture)
Rider kit (texture)
Gloves (texture)
Boots (texture)
Neck Brace + Body Armour (model & texture)
This is how I think it should be:

Helmet (model & texture)
Goggles (model & texture)
Rider Kit (texture)
Gloves (texture)
Boots (model & texture)
Neck Brace (model & texture)
Chest Protector (model & texture)

This way you would almost never see the same gear setup and it would make it really easy for modelers/skinners to release content. All they would need to do is release a single model and a few color textures for the model.

This is just my opinion on what would be best. I understand that it may not make the first version and that it may not ever be done.


I totaly agree with this, being able to model boots etc is a big deal if you ask me.

I also agree!
55
General Discussion / Re: Track editing
February 03, 2014, 10:39:48 AM
im really excited about making tracks, models for this game!. cant wait!
56
General Discussion / Re: MX Simulator Replacement?
February 03, 2014, 10:30:44 AM
im trying gpbikes now (demo), and im impressed!, I recommend anyone here to try it. its free for one track and piboso said mxbikes will have a similar feel and similar menus, setup screens. so far it is pretty difficult just like mxs. but I did go straight in and turn everthing on full sim, manual clutch, trans ect. there are so many buttons to use my xbox controller cant do them all! it seems you need more analog controls than the 360 controller has. ive read some people using pedals with it. im still tinkering just like those first few frustrating hours of mxs. lol
57
General Discussion / Re: Release date?
January 30, 2014, 01:15:28 PM
great first vid! watching it made me come over and join the forums! this looks very promising!! physics look amazingly realistic. and the rider movements are so fluid!
and your already one up on mxs with rider shadows!!!!
huge respect to the whole MXBIKES team!