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April 19, 2024, 09:23:34 PM

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MX Bikes beta18j available! :)


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Messages - CBM Racing

91
Other / Re: [UI MOD] Show Bike Logo in Default UI
April 08, 2020, 10:32:15 AM
Quote from: iNsane | WeekendWarriors on April 08, 2020, 01:34:10 AMHello everyone.
So, beta14 has been released recently and one of my suggestions has been implemented but yet not activated.
I've done that for you.

It may be an unecessary feature but I thought it'll be cool to have it. Also it opens up some more opportunities.

I present to you:


Show Bike Logo in Default UI

Table of content:
What it does
Download
Installation
Create Custom/New Logos
Credits
Jump to end because the tutorial is unnecessary and I just want to leave a comment

What it does:
It shows a new rounded box in all Bike Selection Menus (Main Menu -> Bike Selection; Before a Session -> Bike Selection; both Selections -> Bike Info) which contains a Logo which can be included in new bike releases.






Download:
Download via OneDrive


Installation:
Extract the content of the .ZIP into your MX Bikes Installation Directory.

e.g.:
Steam Version
C:\Program Files\Steam\SteamApps\common\MX Bikes\
Standalone
C:\Program Files\MX Bikes\

!!! This is not a mod that works via the mods folder way. It has to be inserted into the Installation Directory. !!!


Create Custom/New Logos: SKIP SKIP SKIP
If you want to change the logo to your own preferences, feel free to do so.
Grab the template .PSD in this ZIP and follow the next little steps:

SHORT:
The logo needs to be masked in the alpha channel, so it'll actually have transparency.
Try to work with solid colors instead of whole images as this might make the quality really bad.

LONG:
1. Open up the Template


2. Remove the Example layers (except "work here" folder)

3. Switch over to the "channels" tab and make the alpha channel visible only


4. Click on the alpha channel and CTRL + A to select everything on that layer and hit DEL to remove its content


5. Insert your desired logo into the "work here" folder


6. Scale it so it fits into the "work here" mask


7. For better quality make sure to fill the background with colors instead of using the logo as a whole. Using the logo as direct layer for the alpha channel might have weird borders around.


8. CTRL + Left Mouse Button onto the picture you've inserted to only select the actual pixels in that layer


9. Switch over to the "channels" tab again, make the alpha channel visible only and click on it to edit the layer
10. Right click in your current selection and select "Fill"


11. In the color options select "White"


12. It should look like this now


13. Save it as 32 Bit .TGA image in the desired bike folder and name it "logo.tga"



14. If it's a bike without a logo, open up the .INI file of it and add the line "logo=logo.tga" below "garage_pic="


15. Done



Credits:
for the game and implementing my suggestion, thanks!
@StoneRider for the MSM logo!



Are you sure you put the right path in your post? I don't have C:\Program Files\Steam\SteamApps\common\MX Bikes in Windows 10? There are no Steam Folders in Program Files they are in Program Files(86) at least in the Steam Game. Here is the path on my computer. C:\Program Files (x86)\Steam\steamapps\common\MX Bikes I Just wanted to give you the heads up in case you typed it wrong because I'm sure a lot of people will like this but they will be confused if the path is wrong. Don't worry I am still trying to find the "Misc" folder people keep talking about lol! Just a heads up and nice work it is always cool to see new ways to customize the game even if it has nothing to do with the gameplay. I know GDUB has his own custom background that shows his bike on one of those Matrix M9 Custom Worx Mats that looks pretty sick in the first menu screen. We don't need stuff like that but we want it so why not make it. For all the new players like me that don't know about all the extras, how to get them, or where to put them do you just drop it in the folder? Nothing has to be changed or added it doesn't have to go anywhere specific inside the directory? Thanks for your time making and explaining this!
Cheers
92
Off Topic / Re: MX Simulator
April 07, 2020, 08:24:03 AM
Quote from: ZeroCivilian on June 28, 2019, 07:58:41 AMIs this game better than MX Simulator in your guy's opinion? I downloaded the demo and I'm alright at MX Simulator but it didn't feel very realistic to me. Someone on Reddit on an older thread suggested to check out this game. I know that MX Simulator's demo is really out dated, so If anybody owns MX Simulator is it better or worse than this? This game caught my eye more because of the graphics and I hoping the physics will keep me satisfied. Downloading the demo right now.
PS: This community also looks a lot better than MX Simulator's. Hoping no one is as toxic as the people who play that.

MX Bikes is a lot more fun to play you won't have constant rage quits and it won't take you 5+ years to be an A Rider and it has amazing throttle control that's what brought me here from Sim plus their crappy community. But if you want to be a Pro Racer (in video games) stick with MX Sim they have way more bike control yes you can way over jump stuff but you can do the same here on the 450. This game is still very far from what you can do in MX Sim but I think it will one day get there and leave MX Sim in the dust just not right now not to mention out of all the Sim players only about 100 of them can push that game to its limits and if you want to be one of those people you have years of training to do. MX Sim has better features more adjustments better cameras but the fun factor of MX Bikes is 100x greater than Sim. I chose MX Bikes over Sim and I have been playing Sim since 2012 and I just started playing MX Bikes when my Race Team was told the week after Daytona that Supercross was postponed indefinitely so I am taking this COVID-19 opportunity to get as many hours into MX Bikes as I can. I was loving it until yesterday when Beta 14 was released and the entire game changed. I don't want to lie to you most people I talk to are very unhappy with the changes but if you start with Beta 14 you will never know the difference anyway. I hope that helped and like I said as long as PiBoSo keeps working on the game MX Sim will be left in the dust in the next few years!
93
Quote from: Asdrael on March 19, 2017, 01:52:01 PMSo we have a good suspension setup guide from Stonerider found here: http://forum.mx-bikes.com/index.php?topic=1463.0

... but why is noone talking about ForkOffset and Swing Arm Length?

Those two settings have, in my experience with OEM bikes, the most influence on the actual front and rear end behaviour of the bike - their combination resuting in drastic changing in feel and balance.

Those settings can be found in the Garage / Others tab / Geometry section.

Fork offset.

It's the distance between the fork and the steering axis. Most bikes have a default value between 22 and 25mm stock. Your offset value adds/removes from that. A 2mm change is already pretty big - 10%.

Decreasing this distance by putting a negative OffSet value generally:
  • Shifts the bike weight to the front, increasing front grip, decreasing rear grip.
  • Increases bike handling, giving a feeling of more controlled and sharper turning

If you find your chosen bike a big slugish with a fuzzy front end, go with -2 and that'll do wonders. Conversly, if you feel the rear end goes everywhere and only the front is reliable, +1 or 2 will change that.


Swing Arm Length.

This is the distance between the Swing Arm pivot point and the rear axle. A standard swingarm is around 590mm. The range of change is around 30mm. There are three positions: middle (1), short (0) and long (2).

A longer swingarm:
  • Shifts bike weight to the front
  • Tends to lessen any excessive wheelie issue
  • Increases turn radius
  • Gives a bit of a sluggish feeling when turning
  • Makes the rear less twitchy when powersliding - the rear wheel will not move as much
  • Makes the rear more mobile twitchy when it starts moving while breaking hard from the front

If you find you are losing the rear uncontrollably, try to go with a longer swingarm. Conversly, if you feel the bike is very rear heavy, a setting of 0 will help. Do not forget that changing the SwingArm Length changes how the rear shock is linked to the wheel! You will need to adjust your preload!

Setting interaction.

As you can see, the impact of some SwingArm settings overlap with the Fork Offset settings. But not all. So you can really impact the behaviour of the bike this way, and a chassis you don't gel with but love the engine off can be quite extensively modified to suit your style better.

Generally, a change of 1 step in swingarm length changes the weight distribution as much as 2 steps in fork offset.

As a rule of thumb, this is valid only when your suspension are properly tuned. A change in offset / length will never stop a fork from bottoming out, or a shock from being too hard and making you lose grip because it skims over terrain. Set you sag, get a good ballpark of Bump/Rebound values. THEN change fork offset and swingarm length. You will maybe fine tune the suspension again afterwards, but you'll be at least working in the right direction.


Hope that helps!

I am sorry I don't understand. When we have an issue with our riders having issues with tight turns we remove the stock Tripple Clamps and replace them with a set of 22mm offset ones. So how does this work in the game? I have never seen a set of Tripple Clamps that push the suspension and tire away from the bike so what does each setting do. If it has a -next to it does that mean it is bringing the wheel closer to the frame? I really wish this game came with an instruction manual mapping out exactly what each setting does. If you are interested I will write it if you know what every setting does including front dag which does not exist in real life. I would be happy to help I already know a lot including what every input one setting can do especially for the brakes. I always love your work and would be happy to work with you!
Cheers
94
Setups / Re: Ruub's Control Settings Video??
April 07, 2020, 07:43:50 AM
Quote from: AZDesertRat on March 30, 2020, 04:51:17 PMWell, even though disabling left/right rider lean did seem to help on SX layouts I turned it back on this past weekend.  I just find it does help me on certain corners of MX tracks. EX: long right hand banked turn on Ignite Compound.  I can pull the rider lean stick back and left with a hand full of throttle in 4th gear almost the entire turn, which helps maintain better overall speed.  Also think it helps in tight corner ruts as well if you lean forward but instead of weighting the outside peg you lean into the corner a bit.  Of course, could just be me thinking it helps because I'm so used to riding that way:).

Can't wait for the B14 release to see how the physics tuning notes change things, hopefully in a good way.


Rat

I bet you were disappointed if you are talking about not using the lean button. Now in Beta 14 no matter what you do you tuck the front end at the slightest lean coming into the corners because the stiffened up the suspension so much to get rid of the bounce I don't think they realized how bad stiff front suspension is for cornering. The Pro racers give up so much in the corners just so the can skim the whoops and in order to do that, you have to have the stiffest suspension available. Stewart used to say all the time how he did that and look how fast he was in the whoops only problem here is you can't change it no matter how much ou mess with the suspensionsettings.
95
I think you should add what skill level these people are at that are voting. Anyone that has been with this game through multiple Betas seems to really like the new Beta 14 anyone that bought it when it released on Steam seems to feel the opposite and I understand. I remember when this game first came out so yes Beta 14 is a HUGE improvement but I think there are a lot of new Riders that only played Beta 13 like myself and now they were hit with a major change that makes it harder for the people trying to learn so I can see the frustrations. Some kind of steering stabilizer could go a long way if that is possible to incorporate into the game and not as a mod make it part of the next revision of Beta 14.
96
Quote from: Big Smooth one3 on April 06, 2020, 08:25:06 PM"I don't like it, it feels horrible" - not a great response option IMO, it's kind of 2 responses. I'd like to put "I don't like/love it" but I'm not trying to say "it feels horrible."

Anyway, the OJ front end washout - and front end washout in general - is a sizable put-off for me so far. I'm trying hard to not be "that guy" etc., but not really enjoying b14 gameplay when compared to b13, which I thought was a gigantic leap from the last time I'd played MXB (and the reason I finally dove into track making). Right now it just feels like it's reverted back to being a bit wonky, which I know isn't a defined point of feedback specific to a single item, but it's a feeling. A lot of it is the random-seeming front end wash, almost like I have no feeling for when it's going to happen or isn't, it just does. Also, the bike feels really heavy maybe? Or like my rider has popped a few muscle relaxers and can't react quickly enough...Idk, it's just sluggish. Oddly though, when running a few laps on some of my sx tracks, the bike also feels kind of floaty, which doesn't make sense with a feeling of heaviness...it's just...it's really strange, I don't know enough about the inner workings and variables at play to define it down to a single point, I guess.

Anyway, I know that I'm no expert with this game nor have I been around here nearly as long as most, so I can only provide my "feeling" input/feedback. The largest take away thus far, the one if I were in charge of this operation that I'd be most concerned with, is that it's just not as fun as it was - again, I know, not overly descriptive, but nonetheless accurate from my experience. Glad to see others enjoying it so much, that's awesome. Just because I'm not loving it doesn't mean it's bad, if I stopped playing it wouldn't make an ounce of difference (nor should it), so please understand I'm only trying to provide honest information from my personal point of view.

I agree to a point. I am happy they changed the suspension because in Beta 13 it was so bouncy I could actually do a bunny hop which unless you are on a trials bike should not be possible. But in Beta 14 they made the suspension so stiff no matter how much you try to soften it. They just went from one extreme to another instead they should have met in the middle. Not every person is ready to ride such stiff suspension just like if I threw 99.9% of you on my buddies Factory Race bike for Supercross you wouldn't even be able to ride it around a track no matter how slow you went. Its meant for Tomac speed where anything but the stiffest suspension can't handle how fast he hits the faces of jumps and the whoops. If they could soften the suspension up a bit I think it would be so much better.
97
General Discussion / Re: Why do people use 2strokes?
April 05, 2020, 11:58:20 PM
It's a lot harder to go fast on the 2-Strokes so for myself who has had this game for only like 3 weeks now when I jump over to the 250F it is so much easier to go fast! Plus I grew up Racing 2-Strokes and they are a lot of fun!
98
Bikes / Re: YZ125 Sound Mod
April 02, 2020, 03:21:01 AM
Here is a preview of the "Sound Mod" from YouTube!
It sounds good hoping version 2 will be a bit more throaty and get rid of that little hum when you are off the gas the stock sound has no sound when you let off the gas so you should try to do that if you can but I am just happy people are making 2-Stroke sound mods that actually sound like the real bikes. Thanks for your hard work hopefully we will see that update soon.
Cheers
99
Tracks / Re: Ignite Compound Co
March 22, 2020, 11:18:50 PM
Thanks! That Track is very fun to play!
100
Paints / Re: MX20 Alpinestars Mega Pack
March 15, 2020, 09:16:32 PM
Thanks this Gear looks great!