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April 27, 2024, 02:36:01 AM

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MX Bikes beta18j available! :)


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Messages - AZDesertRat

31
Told ya buddy, never make posts when ur drinking, lol.  Surface type dictates how fast a layer will erode. Soft Soil erodes quickly where as Compact Soil erodes much slower.  Combine type with thickness and u have a good amount of control over how the track surface will erode in terms of rate and depth. This is documented by Piboso in the official documentation. Surface_Layers
32
Tracks / Re: MXGP of Russia 2021 Orlyonok
July 12, 2021, 05:01:11 AM
Beautiful rendition my friend, as expected 8).   
33
Go to the MXB Track Modding Tools & Docs sticky thread above your post and download the Example Track Files.  You'll find the default scenery.edf in there.
34
Tracks / Re: CBMXon Siqueira Campos
June 08, 2021, 12:26:07 AM
Thanks for the new track, it's a lot of fun to ride.  Also, good job on the track side objects and the under/over bridge. One play issue note - I never got a time for the 3rd segment, so no full lap times either.  The 1st and 2nd segment times were also curiously quick.  Think it has to do with the under/over section.

Some constructive criticism.  Since you guys are obviously invested in track making given the number of layouts released so far, I wanted offer a couple suggestions that I believe would greatly enhance the appearance of your tracks.
  • Varied tree scaling would really help to avoid repetitive looks around certain parts of the track perimeter.  There is a lighter tree that is scaled the exact same size/rotation, planted in a row and just looks unnatural.
  • The track mask could REALLY use some attention so that the primary riding surface didn't appear so pristine. Painting in subtle race lines or at the very least using a noise brush in PS/Gimp to blend the 1st couple terrain layers would give it a dirtier appearance.
35
That is done on purpose for new riders as they load into the server.  Just go back to the pits and then to track.  Other riders will see your customer gear and bikes skins only if they have them installed.  If they don't have them they will see the basic default bike and rider.

Glad you're enjoying the game!
36
Track Editing / Re: Track registration
May 23, 2021, 05:14:00 PM
Thank you sir, just tested using stock MSM bikes and they do register :D .
37
Tracks / Re: AK Farms MX 2013
May 21, 2021, 04:34:05 PM
Glad you like the track and it's presenting some challenges.  I replied to each question in blue text with my suggestions.  I'm sure better riders than me will find some different lines.

Quote from: NoKnownThrone on May 20, 2021, 01:55:09 AMMy one gripe: I feel like I can't time some of the sections right. I will find myself either a bit too slow and tag my back wheel, or rushing the corner too hot. There are three specific sections where I can't seem to nail the timing consistently.

There is an outside right turn that hits a lip where you can triple. Both lines seem to do this.
1) If I triple the outside line, I case it just barely clipping the rear wheel if too slow, or can't hit the inside corner if too fast.
This is meant to be the quickest line if you go for the triple.  You can clear it and brake in time to catch the inside berm but there is risk.  The outside line is also the safest if you throttle back and go double/single.

2) If I hit the inside line from the right corner, I seem to be more successful, but feels like a "slow down" corner, or back tire slaps the top of the last taller whoop again. (I think this is me just trying to go fast, and I need to learn this line better)
Inside line you have to back off the throttle and square up the bike upon entry over the mini jump whoops.  Less is more here, skimming the top of middle jumps is pretty quick and controlled.  You can also cut across to the left if a rider isn't in the outside line.

3) The back long rhythm section. Left side feels like one of the lips is incredibly steep and shoots you pretty gnarly if you hit it slightly off.
There are a couple things I now feel would be better for this section.  First would be to shorten or just remove the ledge jump on left side.  It can be frustrating to catch your back wheel on it no doubt.  Other thing is to generally widen the entire middle section.  In a race you do feel pinched in due to the split line stuff (IRL it does feel tight because of how close the tree line is to the right side of the track).

Again, I haven't put more than 20 laps here, but I would LOVE to see if anyone else is running across some of these while learning this track as well. I really do feel like this track is much harder than it looks, and I think the answer is I just need more practice.

Also, as an extra credit (LOL), what is everyone doing for the short pure whoop section? Seems a very controlled triple / triple / triple might be best?
38
Tracks / Re: AK Farms MX 2013
May 21, 2021, 04:07:05 PM
Cool, cool.  Been doing the same with a group of buds for the past 20 years literally.  Wife and kids know when it's Friday night stay away from dad's office, LOL.  Steam request sent.
39
Tracks / Re: MXGP of Sweden 2010 Uddevalla
May 20, 2021, 08:27:54 PM
Awesome atmosphere and track rides great too ;).  Thanks!!
40
Track Editing / Re: Track registration
May 20, 2021, 05:46:34 PM
Quote from: PiBoSo on March 07, 2016, 01:39:46 PMTrack ID: the name of the directory of the track.


If your track is packaged as a .pkz file what is the correct "the name of the directory of the track."?  I specified AK Farms MX 2013 but wonder if it should have been motocross instead for the folder directory where the .pkz file resides??  If this is the case, can the track be re-registered using the same Track Code? Reason I mentioned this is that there is exactly 1/ea lap time listed on the Records page under MX2 OEM category.  I wonder if maybe the user Big Smoke extracted the track folder from the .pkz and this is why his time was recorded?

Hope we can get this figured out because the Records page is a great resource to see what times people are running on each track with different classes of bikes.

Thanks
41
Tracks / Re: AK Farms MX 2013
May 19, 2021, 12:43:41 AM
Thanks man, appreciate it. 

BTW - Great to see ya' doing Fast Fridays again, always entertaining banter.  Look forward to watching the live streams while waiting for the work day to tick down on this side of the pond ;D.
42
Tracks / Re: AK Farms MX 2013
May 18, 2021, 04:56:02 PM
Thanks!   

BTW - Forgot to give big thanks to Niko and TFC for their invaluable tutorials and Resolute Kraken for his Track Builder Helper tool.  Never would have made it to the end without these resources.
43
Tracks / AK Farms MX 2013
May 18, 2021, 06:49:45 AM
Here's my 1st track release for MX Bikes. AK Farms was a popular local cross track in New York state that closed down circa 2015.  This rendition was created from 2013 lidar data with several sections reimagined for MX Bikes. There are 40 gates (2 rows of 20/ea), which should make for some chaotic fun. All feedback is welcome and will be utilized if an update is needed.  Hope you enjoy!

Dropbox Download

Mega Download

Shout out to Heatwave, SmokinJo & nike23 for play testing and lot's of constructive criticism during the build process ;) . Also want to give credit to Ruubs & Resolute Kraken for quickly responding to my noob questions on Discord. Lastly, thanks to PiBoSo & Snappe for continual development of such a great game.

44
General Discussion / Re: MX Bikes beta16
May 08, 2021, 12:22:25 AM
Great job, well worth the wait:).
45
Tracks / Re: Ocotillo Wells
May 07, 2021, 04:07:35 PM
There's a version of the track in the Motocross section at link below.  No idea when it was made or if it works in current game rev.

MXB Circuit/Tracks Google Drive