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April 19, 2024, 09:41:52 PM

News:

MX Bikes beta18j available! :)


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Messages - 𝖙𝖋𝖈

2566
General Discussion / Re: Screeshot
December 04, 2014, 06:00:01 PM
Are you running windowed or full screen? I think windowed you might get a blank screen..

Also you gotta make sure your graphics drivers are up to date.
2567
General Discussion / Re: Gyro effect and counter-steering
December 02, 2014, 01:26:52 PM
Quote from: geofanatec on December 02, 2014, 01:20:04 PM
Quote from: geofanatec on November 29, 2014, 02:15:42 PM
You don't ride a motocross bike anything like you do a street bike. Hard to explain, but there is so much more going on with a motocross bike.

I'm sticking with this ::)

+1 really, they are both subjected to the same forces on the flat, a dirt track surface is infinitely more complex and changing, and then of course you have jumps.
2568
General Discussion / Re: Gyro effect and counter-steering
December 01, 2014, 11:52:07 PM
I think the important thing here is the contact surface and weight.

GP bike, big surface area on the rear tyre, flat road surface, lots of grip. The thing that causes the loss of traction is the power of the bike and the rider position - which remember isn't so much forward and backward center of gravity as the seat is very short.

MX bike, knobbly tyres, soft uneven track surface, good grip with weight on the back end (i.e under acceleration) but due to the uneven track surface and the rider standing (or even bouncing on the seat) with most of their weight on the footpegs (center of the bike, forget center of gravity for a moment) the bike is frequently under fast changing different levels of weight on the back end, and when the back end skips about on the terrain and the knobblies don't dig in so much, the tyre looses traction.

When you factor in center of gravity, shifting weight forward or sideways just enhances the effect. It's probably relatively easy to control as it doesn't take much to let off the throttle even for a second, and shift your center of gravity and weight to get the rear tyre to dig in and regain traction. You can do that on a GP bike of course, but there is no soft track to dig in to or catch the back end, which I guess is why once it's gone it's gone.

Of course this is also relevant to a GP bike or any bike for that matter, but it's nowhere near the same scale as offroad.

MaX is now going to tell me I'm completely wrong  ;D
2569
General Discussion / Re: Gyro effect and counter-steering
December 01, 2014, 10:16:29 PM
So when oversteer occurs, the rider steers less.. essentially does that mean no matter how hard we try we will never be able to control a slide as we will be fighting against the automated rider response which is trying to bring it under control?
2570
General Discussion / Re: Gyro effect and counter-steering
December 01, 2014, 04:20:34 PM
Quote from: HornetMaX on December 01, 2014, 04:15:24 PM
Up to Piboso to confirm, but if the "virtual rider" (the piece of code that translates your target lean input into a handlebar torque) is anything similar to the one of GPB (which I think), then it hasn't got the notion of "drifting" or "opposite lock" or "counter-steering" (in the MX sense). If you ask to lean left it will steer right, because that's what will initiate the left lean, not because that's what to do when drifting.

I think that in the video above, what you call "opposite lock" is just the virtual rider trying to lean the bike more.

MaX.

It definitely feels like this ^

It doesn't feel like something that can be controlled too easily, although every time I've said that in the past PiBoSo has popped up after and said something like 'already fixed for next version' lol... Maybe that's just wishful thinking here  :D
2571
Track Editing / Re: Thursday Night Motocross (PIR)
December 01, 2014, 12:30:44 AM
So here's the latest progress, got a bit of time today..

Spent a LONG time trying to get good trees! Geo told me trees are a pain in the ass and he was not wrong lol.. Anyway - went with making my own 2d and they turned out great in sketchup, turned out great in Mapview..

But they don't play well in game. For the most part they are good, but as you can see in the pic the alpha edges on one of the models intersects the models behind with the sky and cuts through. Bit strange.. Pib or Snappe any ideas? I am using the CK prefix and it works perfectly.

Will keep pressing on regardless!  8)

2572
Paints / Re: KTM SXF 250 Dub Edition By GDUBMX
December 01, 2014, 12:22:02 AM
Man that looks great  ;D  Love the overall look. Really clean man good job! Keep em coming  8)
2573
Track Editing / Re: Thursday Night Motocross (PIR)
November 28, 2014, 10:39:04 AM
Thanks all :) still trying to find time!

Hopefully it will be done in a week or two, will keep updating the thread.
2574
General Discussion / Re: MX Bikes beta2
November 27, 2014, 06:55:04 PM
I'm not sure where you are coming from Rogers, you pretty much want both, which should be direct lean 50%..

Rogers excuse me if I sound like I'm being obnoxious, I'm not going for that  ;) - You said in another post 'what does direct lean actually do' and I tried to explain, maybe not too well. It's as simple as if direct lean is at 100% wherever you hold the stick will be where the bike leans, if you have direct lean at 0% and lean the bike left 45% it will go, but returning the stick to neutral won't return the bike, you would have to put the stick say 10% right and it would return slowly, 40% right and it would return quickly. But as you have stated what you think would fix it, reading it, it seems like you have said both direct lean on and direct lean off feel better, so am a bit confused!

I ride with direct lean at 100%, only because I got used to beta 1 with direct lean ON, but might try experimenting in between as I do find sometimes where I put the bike seems a little out of place.

Personally I think if there are any issues* at all there is a lack of rider influence. The only thing I notice from time to time is it feels like I am controlling a bike with a blow up rider on. And while this is very seldom, it just feels like the rider needs more input with his feet on the floor, with his center of gravity shifting over the bike in corners and with his center of gravity hanging off the bike and being more of an influence in the air.. But as I said, it doesn't often feel like this, just sometimes the rider placement feels a little rigid and unforgiving.

*I think it's early days to claim these are 'problems' as a couple of months is not nearly enough time to explore and push the limits of the sim.
2575
Track Editing / Re: Replica suggestions
November 26, 2014, 11:33:46 PM
Just a quick update, working on objects, thanks to Geofanatic for the patience and help!

Still a long way off, not getting a lot of time to work on it but making progress.. Love the trees! Might look at making a new skybox if I get time too.



2576
General Discussion / Re: MX Bikes beta2
November 26, 2014, 10:26:45 PM
2577
General Discussion / Re: MX Bikes beta2
November 26, 2014, 10:01:57 PM
Quote from: ChrisK on November 26, 2014, 09:28:02 PM
maybe u ride the 250 with less power :D

Haha.. yeah - I made that mistake the first couple of hours!

Quote from: gdubmx on November 26, 2014, 09:55:09 PM
@Fats, didnt he mention aerodynamic drag? maybe thats playing a part? just a guess mind, def having way way more fun with this patch!! :)

Maybe, or it could be my heightmap's too rough.. But yeh, definitely way more fun!
2578
General Discussion / Re: MX Bikes beta2
November 26, 2014, 09:22:26 PM
You know I am an advocate of the third person camera changing, but I definitely don't think it is letting the game down in any way.. In fact I don't think I could ride with the camera attached to the bike in that way.

Unfortunately I see the point of the camera being a lot of work to get right. My ideal third person camera would be exactly as is, it would just follow the curve of the air rather than the ground when jumping, but I'm sure this is no easy task..

On a side note - @PiBoSo - After playing beta 2 for a couple of days now I've noticed that the bike doesn't get the same air from jumps anymore, has something changed to enable us to make steeper take offs? possibly with sx in mind? I can't make half the jumps on the track I'm working on now whereas in beta 1 - I was over shooting them sometimes.. Could you just give us a quick rundown on what has changed there? (just out of curiosity more than anything!)

Thanks.
2579
General Discussion / Re: MX Bikes beta2
November 26, 2014, 10:46:00 AM
Quote from: PiBoSo on November 26, 2014, 10:43:37 AM
However, something can actually be done for jumps. Stay tuned.

:D
2580
General Discussion / Re: MX Bikes beta2
November 25, 2014, 06:34:56 PM
lol Gdub - I know that feeling.. only every time I play Maryland  :D