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May 20, 2024, 06:06:46 AM

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MX Bikes beta18j available! :)


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Messages - Asdrael

1141
This looks like a 250F power curve. For a 125, you are looking at almost nothing (10hp) until 6k RPM. Then it starts picking up. Have a look at this article:
http://www.motorcycle-usa.com/2002/11/article/2002-yamaha-yz125-vs-yz250f-2/
There is a power curve and a torque curve. It's for a '02 125YZ but quite frankly, nothing drastic has changed on MX 2 strokes engines since the addition of liquid cooling. The engine is basically empty until 7k RPM (most dyno you can find go down to 5-6k only, where you have that flat section of the power curve. Below is idle anyway).

This is a RM125 which were at the time known for requiring even higher RPMs: http://www.scalvinipipes.com/ScalviniDyno-RM125.html

I hope that helps. It's more difficult than I thought tracking down the proper dyno charts for those small smockers, but any year between 1990 and 2005 will be in the ballpark.
1142
Quote from: pacopastor34 on May 22, 2016, 03:08:49 PM
I'm agree with you, CR125 feels close to the 2stroke mid-range kick. But I wanted to recreate the full throttle 125 ride style. When you do mx in a 125 you have to quick shift the gears up to get a decent speed. I must tweak that low-end. Thank you so much senensis for the feedback. That's what I need to improve that and next bikes.

Added a quick edit as you replied.

I see what you mean, but that 125 full throttle style is usually achieved by going through clutches like a mofo :d It's all about reaching that mid range pipe kick asap and keeping it high revs to avoid the bogging down at low rpms. I don't know which power / torque curves you used, but I would suggest a slower ramping up at first, then a steeper curve reaching the mids.
1143
Thanks for the old school 2 stroke effort :)

Gave a (very) quick spin to the 125. I think it has way too much low end torque - it is too easy to make it flip in first and second gear without the clutch outside of the pipe range. In that regard the CR125 feels much closer to what it should be (even if a bit too tame). Expanding on this - it picks up outside of tight corners without the clutch way too well for a 125.

Edit: the 1st is a bit long, rest of the gears seem on point.
1144
Bikes / Re: 1996 Honda CR 125 & 250
May 16, 2016, 11:54:24 AM
Riding the 96 CR125 put a smile on my face (especially as the owner of a 96 YZ125).

The stock ratio should be changed, I don't think they come with 13/50 stock. Fiddling around, the best "125 experience" is better achieved with a 12/50 or 12/51. Also, I can't help but notice how hard it is to stay on the pipe going from 3rd to 4th, even on flat terrain. If the gear ratios are anything close to what the YZ has, it shouldn't be that way.

Lastly, and that might have to be due to the game and not the model, staying on the pipe is much easier IRL as it has some kind of inertia. Going up or down gears, you can catch up the good RPM range from a bit outside of it if you were already on the pipe before shifting. Right now, it's either in or out and that's a bit drastic I think.

Thanks for the great work modeling this. Having tons of fun shifting 3 times in a 100m straight :d
1145
Bikes / Re: 2016 Honda 250/450
May 12, 2016, 07:44:46 PM
Cool model, thanks for making it available for MXB!
1146
the MX track is nice and fun. Pretty fat stuff there, some jumps I can't make and there is one face that always throws you slightly sideways and it's hard putting it straight again.

The SX seems ridable. Scaling the jump spacing by ~15% would make it perfect I think.

Thanks for the nice work!
1147
Paints / YZ 60th
March 05, 2016, 09:10:03 PM
Hi all.

I wanted to learn photoshop so I made this today: a loose adaptation of the YZ 60th anniversary style on the KTM body. It's far from perfect, but hey, I like it enough to share it.

Has 250, 250f and 450f.

https://drive.google.com/folderview?id=0Bzzsn7ruFXafdW9mZ3RPUnJFdzg&usp=sharing

1148
General Discussion / Re: MX Bikes beta4
March 03, 2016, 02:55:11 PM
Actually having a lot of fun now. It is much smoother than B3 and gives this feeling that you are pushing it and nearing the limit when you try, and don't spontaneously fall for no reason. So great work on the physics, getting there.

A few comments and suggestions:
- The "chest" view has a lot of clipping.
- The multiplayer has bikes warping around a lot (even between 2 riders with <50 ping). Is there any position interpolation in the netcode? It seems different than MXGP for sure.
- Sometimes, the front wheel washes out and it's nearly impossible to get it back on. Not sure why and how.
- Some if not most tracks would benefit from better thought out reset points. Getting stuck on a hill / berm is still way too frequent.
- Said reset points should be on the SIDE of the track so it requires less buffer time between riders and for safety with collision mode.
- Might only be me but the chest view feels too low, and the top-of-helmet view too high (and nausea inducing...). Would it be possible to add a slider for "camera height" ?
- I understand the full-simulation approach, but given the limited amount of fingers and pad options, a no-lock option on the back break would be nice. It's very on/off right now and makes the back end way too lose.

A big thank you to the people running the servers too. Lots of fun there. Collision on and put MXB Club in the rotation too please  :P
1149
General Discussion / Re: MX Bikes beta3
May 03, 2015, 12:32:10 PM
Been playing way too much this week end, and I have to say it has come a long way since Beta1. However, I reached a point where I only fall because of the front wheel washing out. I tried changing tires, fiddling with suspensions, putting weight on/off the front, more/less braking force, more/less gas, etc etc but it still feels like this:
http://gyazo.com/f982986674cfe97878f746c1f8660e6c

The best I can express it is  that it feels like the back wheel is a superbike wheel, and the front wheel is a race tire on grass. I'm not sure what parameter in the physics is causing it to behave like this though. Maybe the force required to make it slip is too low, and make it grip again too high, or the influence of bulldozing terrain on the lateral grip too low? I'm at loss here.

Edit: I'm actually genuinely interested on how you model the contact between tires and terrain. Are tires modelled as a flat torus or does it take into account the 3D inprints on MX tires for contact/grip calculations?
1150
General Discussion / Re: MX Bikes beta3
May 02, 2015, 12:54:00 PM
Terrain deformation is really great. Amazing addition. On this aspect, 3 suggestions:
- Disable deformation in the pits / starting gring.
- In testing mode, add a "reset deformation" option so you don't have to reload everything when you want a fresh track.
- Disable deformation for 1 meter or 2 after a restart, otherwise you quickly end up with "holes" at random spots in the track... especially on uphill slopes when it can be difficult to get back up.

Unless I'm mistaken, terrain only gets removed and doesn't pile up right? So it only digs?
1151
General Discussion / Re: MX Bikes beta3
May 01, 2015, 09:47:54 PM
For some reason, it started working at the third reinstall.

Great job, it feels much better after getting used to the "new" physics for a bit. I simply love the deformation. I'll play more before I give in depth feedback, but currently I feel like there is still too much inertia when hitting jumps not perfectly straight, and I'll appreciate a "max rider position" setting. Back is too far back, front is too far front currently, making moving around the bike very jerky.
1152
General Discussion / Re: MX Bikes beta3
May 01, 2015, 12:14:50 PM
Quote from: teeds on May 01, 2015, 12:01:39 PM
ds of settings yesterday and got a CTD when clicking done afterwards (undoing all the changes  :( ) , but went back in and pressed done after I set each section and it all went ok?

Thanks for the help. Just going to settings and clicking Done, even without changing anything, still crashes the game. It's not a CTD but an .exe not responding at all (the resolution, if I change it, is applied on the screen with MXB, but the process remains unresponsive). I'll fiddle around a bit more, and post again if I fix it.
1153
General Discussion / Re: MX Bikes beta3
May 01, 2015, 11:47:46 AM
Going to the "settings" and clicking "done" crashes the game for me. Clean install, running the .exe in admin, and with "write only" unticked on every file. It seems like I'm the only one affected though?

I could run beta2 just fine and followed instructions for the update.

Edit: if I don't touch the settings, the game launches just fine and I can load a track etc. And since it's my first post - thanks for the work, great potential in this game :)