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April 19, 2024, 09:44:39 PM

News:

MX Bikes beta18j available! :)


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Messages - Asdrael

16
Bikes / Re: Bike registration
November 06, 2020, 06:13:58 PM
Thanks for that, will push the competition aspect of the game further.

One question though: does step 4 (online lap) have to be completed by the modder, or can the mod be released and the map completed by anyone provided step 3 has already correctly been done?

(I don't want to load 30+bikes for one lap at MXClub each OEM update :( )
17
General Discussion / Re: Changing the power of bikes
November 04, 2020, 10:54:26 AM
Slightly outdated when it comes to geometry and some of the .cfg values but the entire engine setup stayed the same:
http://forum.mx-bikes.com/index.php?topic=1546.0
(still got to update it... wups).
18
General Discussion / Re: modding .CFG file
October 31, 2020, 09:16:10 PM
The stock bikes are "hidden" in the bikes.pkz file. Make a backup, rename it to "bikes.zip" (yes that means changing the extension) and open it. You'll find the cfg inside.

I have to add the changes to the OEM bikes still, but it takes time as I am not 100% happy with them as always (but the MSM are really good this time around) so I'll put my twist on it. Not sure what it has to do with teh sfx.cfg though, as the sfx file is dedicated to sound effects. And each OEM comes with its own sfx.cfg file in its .pkz.

Good luck modding! :)
19
General Discussion / Re: MXB MODS SITE
June 19, 2020, 11:10:00 PM
In my sig
20
General Discussion / Re: MODS NOT WORKING
June 19, 2020, 01:44:27 PM
Download the latest OEM pack which got released at the same time as the MXBikes latest update this week, v0.14.3.
21
General Discussion / Re: MX Bikes beta14e
June 19, 2020, 01:43:13 PM
Thanks for the update! Much better slower speed... Maybe too good? I get some ungodly saves from some 90° swaps...
22
FIRST POST UPDATED: NINJA UPDATE FOR BETA 14E - REDOWNLOAD THE PACK!
23
Quote from: MXJOTA on June 15, 2020, 09:55:18 PMhi all... great job guys with the new OEM PACK...i have some problem for understand somethings, for example....why exist a lot of difference btw 450 4t and 250 2t...im talking about power of their engines... theres not a big difference in real life, both engines are similar HP, so the power btw these bikes are unreal...
in some tracks theres several jumps that you can do it on a 450cc 4t in 2nd gear and you cant do it on a 250cc 2t in full throttle.. by the way i tested the new 250cc honda 97´ and this bike is more weak than a 250 cc 4t too, like all 250 cc 2t... the equal power in real life is 125cc 2t btw 250cc 4t, and 250cc 2t btw 450cc 4t.. you know what i mean??  ;)  ;)  ;) 

A modern 450f makes close to 60 hp. A 250 2 strokes makes 45hp or so. The real issue is, the 450f can maintain over 50hp over a range of 4000 rpm, while 4000rpm is basically what a 250 2 strokes needs to go from 0 to top hp and back to 0.

A 250f peaks at around 45hp, and can maintain over 35 hp over more than 4000 rpm range.

So yeah, a 450f destroys a 250 2 stroke, and a modern 250 2 stroke is comparable to a modern 250 4 strokes. Blame 15 years of development and a shitty FIM rulebook :p
24
    16.06.2020 OEM v0.14.3 – Ride Red (and stiff)


    16.05.2020: NINJA UPDATED TO MAKE IT Beta 14e COMPATIBLE

    Thanks to Giorgio, we now have a pretty rad looking CR 250R 1997 in the pack! Be thankful that he decided to try his hand at modelling bikes... Also, I need to apologize: after spending unhealthy amount of hours tuning the behaviour of the suspensions for the last pack, I made a big mistake. Long story short: the forks were definitely not working properly so I fixed that. Should be better all around now, significantly. Sorry again!

    This pack is not just an update of the bikes that were already released but a massive change in over half the pack. As this was a large undertaking, with a massive move toward 2020 line-up and custom suspensions amongst other things let me get this out of the way: I didn't do it alone and you have to thank:
    • philiaN for organizing everything and enabling many model updates
    • iNsane for importing, animating and covering in mud the new bikes
    • Vortex_Damien for the new Husky and KTM models
    • Ruubs for the KX model
    • Giorgio for the CR 1997 model
    • LC Création on Discord for the TM model
    • Stonerider for his work on (re)skinning most of the bikes.
    • Tjark on Discord for the Gas gas and the Husky paints
    • Shack on Discord for amazing input on suspensions and discussions on the topic! We own that guy a big one when it comes to bike handling.
    • All the other modders who made, imported, worked on some magic for the previous models we still use like TFC, RC, as well as ExtremeManiac and Benji on the MXS forums
    • And of course, all the people who gave feedback, helped, and even donated to the OEM project!


    Please take your time to read the whole post! It's a 2 gigs DL, so don't tell me you don't have time...

    Installation instruction

    If you can read:
    Unzip into your mods folder. That's it.
    Download this pack from MEGA.nz or MediaFire . 2Gb so take your time. DELETE ALL PREVIOUS OEM BIKES if coming from beta 13. If you had v0.14.1, no need to delete, just overwrite.. Unzip and put in your /bikes folder in your mods directory, which you can find in C:\Users\UserName\Documents\PiBoSo\MX Bikes\mods. It contains all the OEM bikes released so far, updated for Beta14. The bikes can then be found in game in their own category: MX1 OEM and MX2 OEM for four strokes, MX1-2t OEM and MX2-2t OEM for 2 strokes. (server hosts: don't forget to enable those categories or put the server to Open if you want to allow those bikes).

    If you cannot read and have the attention span of a dead octopus:
    YouTube tutorial

    What's inside?
    The pack currently contains 30 bikes, all original models that received the OEM treatment. This means that every single bike uses values and specs in accordance to their real life equivalent, as far as I could find them or extract them from pictures and reviews. This is valid for the geometry (wheelbase, rake angle...) and the engine (gear ratios, HP curve...). So each bike is unique – try them all!

    • Alta MX and MXR 2018
    • Honda CR 125 and 250 1996, CR250R 1997, CRF 250 and 450 2020
    • Husqvarna TC 125 and 250 2020, FC 250, 350 and 450 2020
    • Kawasaki KX(F) 250 and 450
    • KTM 125, 150 and 250 SX 2020, 250, 350 and 450 SX-F 2020
    • Suzuki RM 125 and 250 2003, RMZ 250 and 450 2020
    • TM 250 and 450 MX Fi 2020
    • Yamaha: YZ 125 and YZ 250 2017, YZF 250 and 450

    Significant changes this version
    • Added CR250R 1997, model by Giorgio
    • Fork fixed. I messed up when transferring my work from my test bike to the OEM bikes, so it was disregarding a dampening stage. Rebound and compression should behave better
    • Added the option to add gas above the MX specs in prevision of Krakenberg (just add gas in the garage). Max spec based on Acerbis / IMS plastic tanks.

    All bikes come with stock sounds (+no pop mod). I would strongly recommend looking at our friend lBEYERl's sound mods database if you want something custom.

    Random setup advice
    • Four strokes have 3 engine maps each. Stock, low meaning more hp in the low end, and high, the opposite.
    • Stock suspensions are tuned with "MXA race test" values. In game, a good starting point is 30/60 sag front and 35/105-110 sag rear.
    • Fork offset and rear axle position can make a huge difference in handling.
    • Some bikes wash out more easily than others when braking. This is due to geometry and suspension difference. Try making the fork softer and/or increasing front brake travel to 20mm.
    • Some bikes are very "soft" stock (cough KTM), some are very "stiff" (cough Kawi). This is a by-product of manufacturer specs, and the fact that I frankly couldn't be arsed to custom build suspension dampening curves for all bikes. So play with the setup.
    [/li]
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    [/li]
    [/list]
    25
    Quote from: J4M3S on May 13, 2020, 08:15:36 PMHow do i add sound mods on the bikes?

    Follow the tutorial on Beyer's page: https://mxb-mods.com/uploads/all/bikes_all/bikes_sounds/beyers-sound-repo/

    Quote from: BandoRider on June 10, 2020, 08:16:10 PMthanks for this fantastic pack, bikes are amazing great job everyone! are you planning on realising any sumos in the future?
    Thanks! Current plan is to patch the OEMs as I have shamefully made a mistake, and then release a SM pack (which will be the exact same bikes with a different set of wheels).
    26
    Paints / Re: Vintage Graphics for OEM Bikes (WIP)
    May 12, 2020, 04:54:05 PM
    Thanks for the complete pack!

    It could be easier for you to work with something like a google drive though, as you wouldn't need to re-upload everything each time you make a change. Much appreciated nonetheless !
    27
    Paints / Re: Vintage Graphics for OEM Bikes (WIP)
    May 12, 2020, 10:32:49 AM
    Awesome job!

    I don't know if it's possible or if you are willing to, but could you consider having a "complete pack" download link for lazy people, like Beyer did for sounds? All your skins look great but I can't keep up due to my old age...
    28
    I think he is referring to the "light halo" that you sometimes see on tracks with high reflection.

    No fix that I know of, lightning issue usually due to the track.
    29
    Bikes / Re: pay2021 skins on oem bikes
    May 06, 2020, 05:43:07 PM
    Hey at least you can import what I guess is a blender model into the game. Those days, several people are coming up with original models and don't know what do next. Maybe give them a hand.

    Hell, I have always said I would help anyone and "teach" them physic implementation if the model was self made.

    Hit me up if you go that route.
    30
    Bikes / Re: pay2021 skins on oem bikes
    May 06, 2020, 04:38:12 PM
    Quote from: pay2021 on May 06, 2020, 04:21:44 PMMy bikes handle like any person can do it since im just one guy, not a team making only physics, is 2+2

    And about the ripped bikes i understand the ripped thing but i dont understand why EVERYONE uses helmets and boots ripped but not the bikes, some says the OEM have physics and my conversions bikes are just cosmetic, they dont, i spend time doing my physics, but as i said, im just one guy, not a team.

    I was always the only person doing physics on the OEM and have always been. This time around, I got some help from Shack for suspension dampening value profiles as we were both working on it and ended up with similar profiles, and ultimately I made an average of both more or less.

    About the part I put in bold - you must be a pretty slow guy. I was repeatedly told to look at your files, always avoided it. I just caved in and had a look today. This is what you do:
    - change 2 values in the MSM dyno by 1 hp. Example https://gyazo.com/fd05bf90e7c356dbf86cbe7acef16a83
    - copy the rake angle from my files, as the only ones I didn't make public are wrong in your pack proving you can't even get those values correct.
    - slap the model on the MSM geom and move the wheels to align the axle. All suspension travel, pivot points, length etc are the same, except those attached to the swingarm that you had to move a tad to align the model. Protip: When you change the rake angle and not touch anything else on the front end, you fuck up all the front end values.
    - don't touch anything in the MSM cfg beside the name, hell you even keep Piboso comment lines in them (lol).

    What makes me sad is that I published an entire walkthrough on how to make proper bikes in this very forum. But I guess your way is the easy way, and you take pride in having likes on a facebook page and deleting comments against you there instead of making an effort and attempting to learn something. Which is why I mock rippers like you. On top of that, you now steal other modders work (such as Beyer's) and diffuse it, which further than deserving mockery, deserves shame.


    TL:DR: lulz.

    PS: nice adds Insane LOL