• Welcome to MX Bikes Official Forum. Please login or sign up.
 
April 24, 2024, 07:06:49 PM

News:

MX Bikes beta18j available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - MXK_cdub85

31
General Discussion / Re: Parts weight
February 09, 2015, 04:32:29 AM
Sorry for the late reply. I noticed I had a mistake.  I re-weighed it just now. The rear wheel assembly, includes a Dunlop MX52 120/80-19, D.I.D dirt star rim 2.15 width , titanium spokes/nipples, aluminum renthal sprocket, titanium axle left in it, Braking steel wave rotor. All of it combined (including Ti Axle) comes to 21.93lbs

I also weighed a spare rear rim, the Same DID dirt star ltx by itself, ie no spokes or hub, it was 6.37lbs. Assembled with only rim, spokes, rub, aluminum rim lock was 8.4lbs.

Dunlop mx52 by itself weighed exactly 12lbs.

Subframe with air box assembly and mudflap was 5.77lbs

Rear fender alone is 1.11 lbs
Front fender alone is 13.16 oz
Front number plate with cable guide is 11.23 oz

Geo, wasn't meaning to offend or dismiss you buddy.
I was under the impression Piboso already had the exhaust and header weight accounted for.

Hope this can be of some help. If you need anything else just ask and I'll do my best.

edit: so as luck would have it, I'm at a friends house right now who owns a 2013 KTM 450SXF. We weighed his front/rear fenders and front number plate.

Front fender no graphics: 13.9oz
Rear fender no graphics: 1.31lbs
Front # plate: 10.9oz
32
General Discussion / Re: Parts weight
February 09, 2015, 01:05:03 AM
Idk geo, that sounds like a tank to me. My rear swingarm on my 2015 kx450 with linkage, bearings, chain guides/rollers, axle blocks weighs 17.74 lbs. Rear wheel fully assembled with a Dunlop mx52 weighs 28lbs. Subframe/rear fender/air box weighs considerably less then the swingarm. Not quite sure. Those were just weighed as of this afternoon during a tear down.
33
General Discussion / Re: Questions
January 30, 2015, 10:33:23 PM
Ya...would have never figured that out lol. Thanks Snappe you th man! Gonna mess around and see what I can come up with!

And I see use cases where textures alone don't always cut it. Seat cover, grip tape, grips etc. not super important I guess. I just enjoy details! As for the rider, you and I both know that normals make or break a skin.
34
Paints / Re: Upcoming paints
January 30, 2015, 11:12:17 AM
Been working on this when I can over the last 2 days. Lots of sloppy stuff going on, but I'm getting bored with it as I can not figure out the Norm/Spec maps  :'( I'm making some gear to go along with it, release will be soon.


35
General Discussion / Re: Questions
January 30, 2015, 01:24:48 AM
bump

Any way to add spec/normal maps to the stock models?
36
General Discussion / Re: Questions
January 28, 2015, 01:03:16 AM
Brilliant! So new models having the ability to add specs and norms is a given, are you also saying that the current models can have them added as well? Just trying to clarify as I feel silly for not being able to get them to work lol. I'm a pretty experienced Photoshop/Illustrator user, or so I thought!
37
General Discussion / Re: Questions
January 27, 2015, 10:40:17 PM
This may seem a bit daft, but I am wondering if there is any way to add spec maps or normal maps to bike/rider skins. I've tried at least a dozen methods and haven't had any luck. Just a use case example, I'm wanting to have the fork tubes produce a shinier look on a bike I've been working on. I've settled on texturing alone as of now, but it would be great to give that extra level of detail. I'd love to be able to add norms to the seat cover/grips etc. Any help is greatly appreciated!
38
Off Topic / Re: MX Simulator sale????
December 14, 2014, 07:27:59 AM
I have personally never seen it go on sale in 7 years. The game is still being supported, there are updates "snapshots" relatively frequently. JLV, the developer, has been working on a complete set of models for a while. Once he's finished, there should be updates more often. 42 is still cheap with the massive amount of content you gain access too.
39
Track Editing / Re: Thursday Night Motocross (PIR)
December 06, 2014, 06:16:51 AM
crazy how close it looks to the real thing on that second pic! great job man! looks killer!  ;) 8)
40
Track Editing / Re: Replica suggestions
November 27, 2014, 07:45:10 AM
Dude! Looking killer Fat! I just seen your last pm, looks like you've made awesome progress. To answer your question, totally fine with me to send updates.  Can't wait to see it done up!
41
General Discussion / Re: MX Bikes beta2
November 24, 2014, 07:48:42 PM
I'm still here! I check the forums as much as I can. In my experience, I have tired of the tracks available and also the physics themselves are still a pain point for me. There's just a lot of little things, like better in air control, more of a responsive (maybe predictable?) feel to the bike, the cameras are still an annoyance for me. Third person is just not good, I'm sorry piboso. I enjoy the first person a lot, even though i still dont particularly care for the swinging motion. But it's really cool to see the whips and everything sometimes in 3rd person like on mx simulator. The bike just simply doesn't behave naturally most of the time to me. I've rode mx my whole life, professionally for 10 years now. It's in beta, so I have faith in your team to get over these hurdles. Your previous work is stellar! I just feel a lot of people are having a hard time jumping ship from Mx Simulator to Mx Bikes as of now. Mx Sim has an absurd amount of content, a large active community, brilliant series hosted by great guys, and physics that feel great and very close to the real thing (even if a little cartoony at times). I just think that MX Bikes hasn't fully cooked yet, but once its out of the oven people will start to flock back. Once people see that you can whip like crazy, terrain deformation, lots of content, and a respectful community it will really take off! I have a ton of respect and faith in you piboso! You have an extremely solid foundation on what is destined to be an amazing simulator. It just needs time my friend! Keep up all the amazing work, I will support everything you guys do!
42
I would throw my vote in for tracks and models. Tracks would be a higher priority as the selection as of now is minuscule. I wish that the Guys from the FAMmx Team from MX sim would release some tracks for mxb. Their tracks are amazing.

As for gear, I feel that is the lowest hanging fruit, I have a large amount of completed skins for myself and for the community which are awaiting release. Tracks and modeling are not my strong point and i have never dabbled in modeling, as i am sure is the case with most here.

Models, well bike models would be pretty welcome and a higher priority then helmets and such. Just my opinions of course.

Welcome aboard!
43
Track Editing / Re: Replica suggestions
November 15, 2014, 02:44:51 AM
Ya fat of course, pm me and I'll test it out! I've got a few thousand laps there so I should have a good feel for it lol  :D ;)
44
Track Editing / Re: Replica suggestions
November 12, 2014, 08:59:29 PM
Looks awesome Fat! As you've said some things are a bit over scaled, but for the sake of ridability you've made the right choice. The only suggestions i have at this point, it's a bit hard to tell with these textures, are the very first left hander in the video. It should be a bit taller and more "bowled out". Also the table/step down right after the triple-triple-single should be angled slightly different. Hard to explain, but in real life, after the single, it turns sharper left and the jump forces you to scrub or whip to the left. Good work my friend! cant wait to test it out!
45
Track Editing / Re: Replica suggestions
November 02, 2014, 07:00:31 PM
no i can throw it up on mediafire or just pm it to you though. let me know