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August 04, 2026, 04:49:35 AM

News:

MX Bikes beta19 available! :)


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Messages - grimm

1
Bikes / Re: [RELEASE] Supermoto OEMs | v0.1
September 14, 2018, 03:53:23 PM
Wow! Thanks for doing the work to bring a bunch of fresh SM's into the sim!  :D



I've been meaning to update my SM Bikes pack, but life is really busy in my motorcycle shop, and I've now got even more going on in life than ever before. Just haven't had the time to even play GP or MX bikes.   :-\
2
Track Editing / Re: SuperMoto - TEST TRACK
July 02, 2017, 04:40:25 PM
Quote from: BadStar on July 02, 2017, 04:21:16 PM
I'm so sick of photobucket.. it just randomly decides to post that crap lately even though there is no reason for me to update my free account lol.. ehhh, will fix it soon



Photobucket changed terms of service/use, $400 a year for 3rd party hosting now. Ruined literally thousands of pictures I've got linked to forums for bikes I've built over the past 10 years or so. It's not going to change either, time for a new image hosting site. Never tried it but everyone is saying imgur is the way to go right now. :(
3
In my opinion, the day Piboso allows us a greater perspective on how things work, instead of us having to figure it out (seems even GP Bikes was capable of a number of changes to produce respectable speedway bike results) the possibilities could be endless. I'm really unsure why the information has never been known aside from experiment on the modding communities part.
4
Quote from: TFC on April 01, 2017, 09:36:24 AM
I'd like to think that to get things right, he's designed a 100% accurate tyre model, suspension, engine and dirt model, and is using that as a control.

I'd like to think that anyway. If course if there are problems with these control models then the end result is always going to be wrong, so my guess is something is wrong with both..



From what I have gathered about sim developers, this is the 100% accurate statement of the thread. It's not that the physics aren't there in the sense of unable to produce accurate results, it's that the physics need a bit of work to function correctly with real values.



A month or two ago, there was a heated exchange between a car simulator developer, and a professional driver that was investing time in the modding community. As the debate heated up, the simple fact kept coming up, and that was the physics, and the numbers, could be modified to deliver almost perfect results, but the ensuing numbers to get it to happen were unrealistic, and thus, patching together a developing platform for the sole purpose of realism. Basically saying, "good enough".

As modders, the key is to use the best of your abilities to tweak and modify the end result of the core sim, so, keep on keeping on, and let Piboso do as they have to in order to build up to a point they are pleased with the results. I don't think they ignore mod bikes and tracks, pretty sure they try it all, dissect it, figure out what is working and what isn't and why. Just because we're not in the loop 100% of the time doesn't mean we are talking to an empty room, despite not hearing a reply.
5
Track Editing / Re: How Asphalt surface?
March 11, 2017, 02:18:09 AM
Quote from: geofanatec on March 11, 2017, 01:06:09 AM
^ No problem, but I don't know how else to explain it. 

You have a jump section and some corners with berms.

This is not natural for an asphalt surface.

So will this be dirt?



Supermoto Des Nations has a stop in Pleven, Bulgaria. It's a, "full tarmac motocross track", and quite frankly one of the scariest places I've seen crashes at in all of motorcycle racing, right up there with Irish Road Racing wrecks. There is an odd fascination with Pleven being brought to MX Bikes, for me especially. There was a very crude version done for MX Simulator long ago, I spent countless hours with roost set to zero and supermoto model wheels/tires there. Seeing it come to MX Bikes is a dream come true.

https://www.youtube.com/v/zHJHQYvqqNk


I think "berm" may be a very English speaking terminology with little translation.

The bowl shape outside of the turn is called a berm, Pleven's happen to be tarmac:
6
Bikes / Re: SuperMoto Beta
February 27, 2017, 06:07:12 PM
This supermoto pack is soooo good. Even with the slight visual needs, the entire package is so well done (even if they are a conversion) and after figuring out the new "one stop sync shop" and getting all the gear, MXB actually looks like something from the Supermoto Des Nations series!


Thank you for all the hard work! I'll be enjoying these bikes every chance I get to play MXB.  :D

Ripping through Mid Ohio with the TM and a bunch of the new gear! It looks so fantastic! I am stoked to see this updated.  ;)
7
Quote from: GDUBMX on February 20, 2017, 06:53:01 PM
be warned Hitch, there is a bug that if the track is over  a certain size and you have a bigger (non default) replay buffer, the game will just crash when you try to load those tracks. Piboso is aware of this and said they havent figured out how to fix it yet.


That totally explains why a bunch of tracks "suddenly" stopped working and I had to reinstall MXB. After the install and adding all the tracks back, it worked.

Kind of odd that I dumped the deformation files and some tracks started to work again before the reinstall... but that may be completely unrelated. I've since left the replay buffer at standard setting and haven't had a single issue with tracks of any size though. Glad it was just something simple, and your explanation makes it clear as glass that of the things I changed it was the replay buffer that had caused the sudden core crashes trying to load larger tracks.
8
Suggestions and wishlist / Re: Engine maps
January 31, 2017, 06:29:45 PM
Quote from: gdubmx on January 31, 2017, 04:02:57 PM
Snappe.. Honestly man..  Motocross has evolved since the 80s, we know you love the throwback stuff (rider model, helmet, fat feet boots etc)  lmao but come on man,  it's 2017! Bikes have traction control and air forks now.. Hahha



LOL. I had that exact conversation with my late father when he was looking into a trail bike (DT400 Enduro was his dream machine) while I was interested in YZ's and WR's (ended up with a YZ426F) as at the time, 450's were the "new" breed.

I think it was the last beta of MX Bikes I tried to use 2 engine maps on a bike without any success to get it working. One was the stock 450 map, and the secondary map I made just flattened (*lowered) the peak power so it had a nice flat pull from mid range to redline, making it far easier to manage in the mud/rain much like the real life changeable mapping.
9
Media / Re: Show off your wheelie skills! (video)
January 22, 2017, 07:40:33 AM
Get your coasters dialed in!! The "rotation bug" has been reportedly (video too) fixed on GP and MX Bikes! I can drag fender like a mad man when the patch drops with that fix in it, who's gonna make the first stunt supermoto with a 12 bar I can drag?
10
Bikes / Re: MTB
January 21, 2017, 03:14:37 AM
There may not be a ton of replies, but there is the lurking masses (like me) that used to ride, or maybe even still ride as an older guy, that would love to see something like this put in. The new enduro track that got added would be great to just go off trail and ride through the bumpy bits. Just figured I would drop a reply saying there is more than just commenters that are excited about projects like this.  ;)
11
Media / Show off your wheelie skills! (video)
January 07, 2017, 06:36:27 PM
https://www.youtube.com/v/vJTiUUQ6B_c



After a little talk here and there over the years about starting a wheelie thread, here it is. Still getting the hang of Beta5 so I used the stock 450SM on a track from the GP Bikes community called JanjGP for the ultra long strait on it. Cleveland would work all the same as it's got a huge strait section on it as well. Pretty sure a track maker could even whip up a decent airport runway sort of thing if someone asked nice enough. Dragster 1.0 is another track with a fantastic strait on it for wheelies too. The sky is the limit to how long you can keep it up if you just go slow enough.  ;)


So who's got the skill to maintain unicycle mode? 56 seconds is the best I've achieved on B5, but I'll be working on getting the entire JanjGP strait away by the end of the winter at the longest, hopefully have it dialed by mid February though.  8)
12
Media / Re: I made little wheelie edit on demo.
January 05, 2017, 08:44:00 PM
Quote from: Rhyveeo on January 05, 2017, 12:24:33 PM
I still believe that i'm better but you did some nice wheelies there man!


So when do we start the "who's got the best wheelies?" thread?  8)

(Old compilation I did with GP Bikes... skills to pay the bills all day long)
https://www.youtube.com/v/Reb11I0IZnM
[/quote]

We can sit and talk about who's got the best wheelies all day, but I'll tell ya I've held the longest wheelies on GP Bikes and MX Bikes for quite some time and would love to have some competition as talking is just talking, action speaks far louder. Was just doing my usual morning sesh yesterday on MX Bikes thinking I should record a clip and start a thread to see where it goes from there.


I guess what I'm getting at here, is there any interest at all for a wheelie thread? I'm game to show off my unicycle skills on the new Beta5.  ;D

Little wheelie when I attended a track session that the BES mod team was hosting at Victoria for GP Bikes. Manu was in the pits spectating (to watch my wheelies) so I figured a full stretch one handy would be a good way to say, "Thanks for all the hard work on this bike!".  ;)
https://www.youtube.com/v/t7rVnHLwWgk
[/quote]


I can also suggest numerous tracks that have great, long open spaces for wheelies as well. Not that there should be any judgement on what qualifies as a longest wheelie (time, distance, smoothness, etc.) as alot of factors play a part, but just a good old wheelie thread would be fun to add to. Slow wheelies can stay up longer time than the longest distance so if anything I'm just suggesting a good fun thread to contribute to... as with real life, we all eventually know who the wheelie king is after a few rides.  ;)
13
Media / Re: because MX Bikes
August 18, 2016, 04:36:01 PM
You think that behavior is whacked out, get a back flip to happen and watch the replay, the riders legs have a seizure and the bike flips all over the place until the landing point.  ;D
14
Bikes / Re: 2001 - 2008 RM 250 (WIP)
August 07, 2016, 09:33:22 PM
Being a woods rider I prefer it with (been watching this thread forever) but even if they end up there as an option in the long run it would be cool with me just to see this bike in game.  :D
15
Track Editing / Re: SM TRACK for MXB !
July 26, 2016, 10:04:26 PM
Quote from: TheFatController on July 26, 2016, 08:54:29 PM

Personally I've been busy with other things, can't speak for anyone else of course :(..

I don't want to sound rude here, or arrogant - that is not my intention - but I came here for motocross.. I have interest in supermoto but not nearly as much as MX. Yes you're right on one hand PiBoSo put a lot of work into getting supermoto into the game, although it goes hand in hand with WRS as far as track making goes having it is a great addition, but I'd rather see it draw it's own creativity crowd along with it's main audience.


I may not have worded that right, I meant the enigma that is track makers in general (people that post up a track and disappear as fast as they showed up), nobody specific and definitely not the guys making outstanding MX tracks for the sim. Much like MXS the supermoto stuff is few and far between and usually someone totally outside of the inner circle of people that do the quality national and SX tracks for the sims.

You guys that make the MX courses, keep on keepin' on! I love the work you all put into this and am always in awe that you can create an environment that truly feels like the venue it is based on. Pretty sure my years of lurking on the MXS forum I've seen most of the regular names here, over there, and I always appreciated the work and dedication you put into making MXS so much more than just a good platform to work from. The models, the tracks, and the overall dedication it takes to make it all happen always, ALWAYS impresses upon me the sheer magnitude of man hours it takes to make nationals and SX seasons happen on any platform of simulator.



So please don't take my first reply as anything more than being extremely hopeful that someone releases a SM circuit. I'm still having a riot of a time with A7000, Holjes, the two RX beta's I posted the links to, and many, many, many KRP tracks and even some stuff I dug up from back in the earlier days of GP Bikes. There is no shortage of places to ride, things to do, and bikes to master.  ;)