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Questions

Started by PiBoSo, January 22, 2014, 11:09:28 PM

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al167

yeah phat, r factor works great, because it checks mods and verifies them before it allows you into a race- sort of like how mxs checks the tracks before a race to ensure you havnt modded it.

heres just the tyre model phisics for r factor 2:
[COMPOUND]
Name="Street"
FRONT:                                // Arguments: ALL, FRONT, REAR, LEFT, RIGHT, FRONTLEFT, FRONTRIGHT, REARLEFT, REARRIGHT
TGM="datsun240z_Tires"                  // Physical tire geometry model (*.tgm) file
DryLatLong=(1.260, 1.250)             // Lateral/longitudinal coefficients in dry weather
WetLatLong=(1.250, 1.230)             // Lateral/longitudinal coefficients in wet weather
Radius=0.2905                         // Radius of tire
RadiusRPM=2.01e-6                     // Increased radius per unit RPM
Width=0.205                           // Width of tire
Rim=(0.1980, 990000, 9500, 3.0)       // Rim radius, spring rate, damper rate, minimum velocity to produce sparks
SpringBase=40000                      // Base spring rate with no pressure
SpringkPa=850.0                       // Spring rate per unit pressure
Damper=745.0                          // Damping rate of tire
SpeedEffects=(550, 3.5)               // Speed at which grip drops to half (m/s, 0.0 to disable), speed load equivalency (see above)
LoadSensLat=( -8.00e-6, 0.380, 21000) // Load sensitivity for lateral grip (initial slope, final grip multiplier, final load)
LoadSensLong=(-6.70e-6, 0.580, 21000) // Load sensitivity for longitudinal grip (initial slope, final grip multiplier, final load)
LatPeak=( 0.150, 0.225, 9900)         // Slip range where lateral peak force occurs depending on load
LongPeak=(0.110, 0.175, 9900)         // Slip range where longitudinal peak force occurs depending on load
LatCurve="Default"                    // Slip angle curve (data uses normalized angle)
BrakingCurve="Default"                // Slip ratio curve under braking
TractiveCurve="Default"               // Slip ratio curve under acceleration
CamberLatLong=(3.30, 0.07, 0.41)      // Peak camber angle, lateral gain at peak, longitudinal loss at 90 degrees
RollingResistance=1500                // Resistance torque (Nm) per unit deflection (m) on ground
PneumaticTrail=5.50e-06               // Pneumatic trail per unit load (m/N), adjusted based on slip
HeatBasePeak=(0.20, 0.01)             // Base peak slip to compute friction heat, fraction of base to use (0.0=use dynamic peak slip only)
Heating=(1.05e-0, 8.95e-3)            // Heat caused by (rolling, friction)
Transfer=(10.00e-3, 1.90e-3, 3.20e-4) // Heat transfer to (road, static air, moving air)
HeatDistrib=(9.50,100.0)              // (Max camber angle, max off-pressure) that affects heat distribution (higher number -> less temperature difference)
AirTreadRate=0.010                    // Heat transfer between tread and inside air
WearRate=1.61e-7                      // Wear rate constant
WearGrip1=(1.000,0.990,0.985,0.982,0.979,0.976,0.973,0.970) // Grip at 6/13/19/25/31/38/44/50% wear (defaults to 0.980->0.844), grip is 1.0 at 0% wear
WearGrip2=(0.967,0.964,0.961,0.956,0.948,0.932,0.860,0.760) // Grip at 56/63/69/75/81/88/94/100% wear (defaults to 0.824->0.688), tire bursts at 100% wear
Softness=0.6                          // Softness is now just for AI strategic use
AIGripMult=1.070                      // Grip multiplier for AI vehicles (due to tire model simplification)
AIPeakSlip=0.095                      // Simple peak slip angle for AI vehicles
AITireModel=1.00                      // 0.0 = original AI tire model in terms of slip, 1.0 = more similar to player tire model
AIWear=1.001e-7                       // AI wear rate constant
Temperatures=(83.0, 20.0)             // Optimum operating temperature for peak forces (Celsius), starting temperature
OptimumPressure=(154.0, 0.0400)       // Base pressure to remain flat on ground at zero deflection, and multiplier by load to stay flat on ground
GripTempPress=(0.95, 0.54, 0.40)      // Grip effects of being below temp, above temp, and off-pressure (higher number -> faster grip dropoff
//
REAR:
TGM="datsun240z_Tires"
DryLatLong=(1.260, 1.250)
WetLatLong=(1.250, 1.230)
Radius=0.2905
RadiusRPM=2.01e-6
Width=0.205
Rim=(0.1980, 990000, 9500, 3.0)
SpringBase=40000
SpringkPa=850.0
Damper=745.0
SpeedEffects=(550, 3.5)
LoadSensLat=( -8.00e-6, 0.380, 21000)
LoadSensLong=(-6.70e-6, 0.580, 21000)
LatPeak=( 0.150, 0.225, 9900)
LongPeak=(0.110, 0.175, 9900)
LatCurve="Default"
BrakingCurve="Default"
TractiveCurve="Default"
CamberLatLong=(3.30, 0.07, 0.41)
RollingResistance=1500
PneumaticTrail=5.50e-06
HeatBasePeak=(0.20, 0.01)
Heating=(1.05e-0, 8.95e-3)
Transfer=(10.00e-3, 1.90e-3, 3.20e-4)
HeatDistrib=(9.50,100.0)
AirTreadRate=0.010
WearRate=1.61e-7
WearGrip1=(1.000,0.990,0.985,0.982,0.979,0.976,0.973,0.970)
WearGrip2=(0.967,0.964,0.961,0.956,0.948,0.932,0.860,0.760)
Softness=0.6
AIGripMult=1.070
AIPeakSlip=0.095
AITireModel=1.00
AIWear=1.001e-7
Temperatures=(83.0, 20.0)
OptimumPressure=(154.0, 0.0400)
GripTempPress=(0.95, 0.54, 0.40)



Phathry25

A simple "Phat is right" would have sufficed. 

giopanda

ha! me overthinking?
go check the last three pages in the 'mx simulator replacement' thread..average mxsimulator forum's thread.
and we don't even got the game yet..it makes me want to give up already..

if it was for me they could even release the game with a user friendly tool to mod everything, i wouldn't care, i don't like to play dirty and i tend to act like a mature guy..problem is we're already reaching mxsimulator's low level of discussion, and this have to be stopped now or it will be too late.

i might be too negative, but i think being on a forum called 'mxsimulator' or 'mxbikes' doesn't make much difference for some people.

bearded4glory

I really don't see what the problem is, the server will control what mods are acceptable.  My guess is that any "official" racing will be done with stock physics (or a predetermined mod) so it is really a non issue.  MX-B already has an advantage in terms of your concerns because there is no advanced stability setup (unless it is hidden in a configuration file somewhere I don't know about in GP Bikes).

Also, allowing us to mod the game allows us as a community and individual creators to do things we couldn't/can't do in sim like add pit bikes, 500s, etc.

In the end we are all sitting here arguing about a game that isn't even playable yet, lets wait and see what it is like when we get it.

giopanda

yeah probably i didn't explain myself correctly.
as i said i'm 100% positive to modding, because it keeps games alive, (as i said in another thread richard burns rally is still banging after almost 13 years, and being a real pain in the butt to mod because it wasn't intended to), what i'm afraid is that people might get too far, but as being said, online racing will have rules enforcing so yes at the end it won't be much of a problem..

so back on topic..what could i ask?
...
...
...
oh got it!

how the first person views will work?
i read there are two..like a 'rider's eyes' one and 'gopro' style with different povs and fisheye?
or is one 'dynamic' view and one fixed?

seeing the mxgp game footage just released yesterday you can see the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

speaking of modding and how much i'll love it, wouldn't it be nice to have a real go pro style view in case it wasn't included in the game?
with exact same pov angle and fisheye and dirt buildup..

GDUBMX

Quote from: giopanda on February 11, 2014, 11:16:07 AM
yeah probably i didn't explain myself correctly.
as i said i'm 100% positive to modding, because it keeps games alive, (as i said in another thread richard burns rally is still banging after almost 13 years, and being a real pain in the butt to mod because it wasn't intended to), what i'm afraid is that people might get too far, but as being said, online racing will have rules enforcing so yes at the end it won't be much of a problem..

so back on topic..what could i ask?
...
...
...
oh got it!

how the first person views will work?
i read there are two..like a 'rider's eyes' one and 'gopro' style with different povs and fisheye?
or is one 'dynamic' view and one fixed?

seeing the mxgp game footage just released yesterday you can see the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

speaking of modding and how much i'll love it, wouldn't it be nice to have a real go pro style view in case it wasn't included in the game?
with exact same pov angle and fisheye and dirt buildup..
the the go-pro idea would be cool, altho im a 3rd person guy myself. Gio i recommend you check out the GP Bikes demo, Piboso stated that alot of MX Bikes could be compared to GP Bikes, the 1st person view has 2 modes on that aswell i believe. worth checking out tho just to see how awesome his physics are in terms of the "speed wobble" and the suspension movements. just an awesome game.
<br />GDUBMX YouTube<br />

Snappe

Quote from: giopanda on February 11, 2014, 11:16:07 AM
the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

There's an option to adjust how far the camera angle leans with the bike.
We've got a gopro style camera for replays. It won't work as playable view though, because you can't see the bike.

giopanda


DD

First person now sounds very promising! I was always stuck to 3rd person because no game has done a first person view that I feel to be realistic. I can't stand the "chest-cam" in MXS. And to make it even worse your camera stays with the bike as giopanda explained.

Also, I think my previous question might have been overlooked. How will the rider return to the bike in the unfortunate event of a crash?

Arvoss

Quote from: Snappe on February 11, 2014, 02:25:31 PM
Quote from: giopanda on February 11, 2014, 11:16:07 AM
the helmet cam stays pretty much parallel to the terrain while we see the bike 'swinging' left and right at the bottom of the screen, compared to mxsimulator where the camera position and angle are stricly bonded to the rider that is strictly bonded to the bike.
how will mx bikes handle this?

There's an option to adjust how far the camera angle leans with the bike.
We've got a gopro style camera for replays. It won't work as playable view though, because you can't see the bike.

Nice! :D I really hope the 'gopro style' view is something like this:


DD

But with the proper angle ;)

Arvoss

Quote from: DD on February 11, 2014, 10:01:18 PM
But with the proper angle ;)


Indeed :D But your image doesn't work. Is it a video that you wanted to show? :D

http://www.youtube.com/v/6qnFi9Z17Lg

DD

Quote from: Arvoss on February 11, 2014, 10:08:12 PM
Quote from: DD on February 11, 2014, 10:01:18 PM
But with the proper angle ;)


Indeed :D But your image doesn't work. Is it a video that you wanted to show? :D

http://www.youtube.com/v/6qnFi9Z17Lg
Oops, thank you.

RustyVenture

The chest cam allows you to see how the bike reacts. If you customise the camera position, you'll find it impossible to ride with the camera up high.

robinf36

Is there also going to be a keycam just like in mx sim?