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April 25, 2026, 06:03:24 PM

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MX Bikes beta19 available! :)


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Messages - Olsson32

1
Track Editing / Re: Track collisions
June 24, 2023, 08:34:54 PM
Can anyone tell me what types of collisions there are? I now learned there is WLLTYRE or WLLCONC for example, what else is available for use?
And how can I create "soft collisions" like used for the objects in supercross at the top tracks?
2
Ok I found a solution! I had to activate V-Sync in the game and in addition to that I set the V-Sync option in the Nvidia control panel to "fast". Now it runs smooth!

Maybe this helps someone sonetimes :-)
3
Quote from: Proxyyiv on February 14, 2023, 09:04:26 PM
Quote from: Olsson32 on March 30, 2021, 11:18:30 AMI wonder whether something worked here?

My 2 brothers and I play this game a lot and we can only play together when my older brother hosts a server. If I host a server, my little brother can join, but my older brother gets connection timeout. If my little brother hosts a server I can join but my older brother again gets connection timeout. (My older brother can't join any server, he tried some random servers, he instantly gets connection timeout when clicking on any server).

But if my older brother hosts a server, both of us can join it and it works fine. It is really strange.

If I host an open server, I often see people connecting and after some minutes I get the message that they disconnect again. I guess everyone else than my little brother has problems joining my servers...
We really can't get it to behave differently, we have simply tried every solution that was written in this forum I think.

We are thankful for every help we can get, because we would like to play with other people :)
Did you ever find a solution? I am having the same problem.

I think we found "kind of" a solution. I called my Internet provider an asked for a native Ipv4 address. They enabled that and since then I can host servers and many people can join without problems. I think it was a problem with the ipv6 standard and the "simulated" ipv4 address over ipv6 that is used more often now when for gaming the ipv4 standard is needed in many cases. At least it seems like that.
4
Hi,
I have a problem with "micro" stuttering in MX Bikes.
Only the environment is really affected by this, the rider and bike look pretty much smooth.
It is extremly noticable at slower speeds, espacially at cornering in Supercross or at long jumps.

I am at a point where I tried so many different things now to solve this issue.

- Different game settings (quality, resolution, V-Sync On/Off, different frame rates) didn't change anything
- Playing around with G-Sync and fps limiters didn't change anything
- Turning off MaxHUD Plugin, trying different settings there, no influence.
- Disabling any kind of overclock on my gpu (I only did an undervolting) made no change.
 
I always have this annoying micro stuttering

My system:
Windows 11 pro
Rog Strix B550i
Ryzen7 5800X3D
RTX 3080 Ti
32gb DDR4 (3600mhz)
2TB Nvme Gen4


I am playing on a 4k 144Hz display.

Many other games like Warzone 2, CSGO, Rainbow Six Siege are running absolutely smooth with highest settings.

I hope someone has an idea what could cause this issue. I have 375hours on this game and currently its just frustrating.

Thanks in advance!
5
Hi, where can I find the template for the metal parts of the kxf250 2021/2022 model swap?
6
Quote from: Some_Doofus on July 13, 2022, 01:28:59 PMI've had several things on my mind about some key physics issues and the general state of development at the moment, and I think they all need addressing. Starting with the physics issues...

While testing some new tyres I made some discoveries about the ground physics of the game, specifically the issue of being able to bar drag on a flat corner. For a long while I thought this issue was caused by the traction model having too much grip, allowing you to lean all the way over without sliding out like on tarmac irl. But while testing a tyre with very low grip I found this wasn't the case. Here's a video to demonstrate:


Despite having almost no traction, you can still bar drag on flat ground. So obviously the issue isn't traction. Rather, it's more likely due to the "legs simulation" holding the bike up at unnatural angles (thanks to Ruubs for bringing this to my attention initially, he's known about this for ages and has asked for fixes multiple times in the past). From my experience the legs simulation causes a lot of weird "slow physics" behaviour, like the bike flopping from side to side without falling, standing itself back up after falling over, drifting across the ground on it's side, allowing you slide sideways while upright without high siding, allowing you to land jumps completely sideways without high siding, I could go on. Basically it stops the bike from falling over in many situations when it absolutely should. It does make the game easier and less punishing in a lot of ways, but sometimes it causes the bike to behave unnaturally and actually makes things harder. So I propose some major reworks to the legs simulation to fix this.

Legs simulation should be either disabled or heavily toned down at any speed above walking speed. It does make sense to allow it when riding very slow so simulate the rider putting his leg down, but this could still lead to a lot of weird behaviour and typical slow physics issues, so I'd even tone it down or adjust it at slow speeds. At medium to high speeds it should be largely disabled. This will mean flat corners will become entirely dependant on traction and body positioning, and landing sideways will make you high side and fall off realistically. The game will be a lot more difficult with it disabled in this way, but it will be a simpler physics system overall, and once you learn to balance yourself properly it will be more predictable and realistic. I think it's a necessity in the pursuit of realism because this heavy use of the legs simulation seems to be doing the lion's share of holding the bike upright instead of relying on player inputs and tyre traction. Irl the only things holding the bike up at any given time are the combined effects of traction and rider balance. Take either of those away and the bike will fall. Evidently that's not how the game functions at the moment. EDIT: Also, calling it legs "simulation" isn't exactly accurate because irl the legs don't do anything to hold the bike up unless you're stopped. So i'd say if the goal is a simulator, this "simulation" needs to be removed.

Of course, making these changes will mean more reliance on the traction model, and because that still needs a lot of work as well you're likely to slide a lot more until then. I'd suggest some changes will have to be made to the "intelligent" virtual rider to help manage this. At the moment, the way the virtual rider corrects oversteer can often make it worse. Here's another clip demonstrating that:


Obviously this is a serious issue. The way the virtual rider is able to steer the bars in an attempt to stabilise the bike actually makes the situation worse more often than not. It's the reason we have never been able to do hill climbs in this game, which is just absurd for a dirtbike simulator. Following the trend of my previous suggestions, I and others believe the way to fix this is to make the rider physics more simple rather than more complex. Remove the virtual rider "intelligence" and replace it with a simple, unscripted spring and damper system on the bars, so unless the front wheel is on the ground, the front wheel will simply return to a straight position. Ruubs explained this idea in the discord the other day:

"AFAIK, the 'virtual rider' has 'intelligence' of what to do with the handlebars. This virtual rider also turns the handlebars to achieve the bike lean angle we put in on our joystick (direct lean). What I'm trying to say is that as far as I know, the virtual rider has 'logic' for when to turn the bar and when not to

"I don't think the virtual rider should have much hard-coded 'intelligent-logic'. The fact that the virtual rider is aware of the front grip and does actions depending on this sounds very unpredictable and 'clunky' (and that's kinda how MXB's front end feels to me)

"What I think is a better way to keep the front-end stable, is a spring and damping system on the front-end/handlebars. The damper would dampen any sort of forces on the front-end and could be seen as the rider's arms absorbing the forces. This will help in situations where the front-end/handlebars tend to lock-out easily now, like at sharp terrain transitions.
The spring would basically be the virtual rider which at all times tries to keep the handlebars straight. This obviously means that the forces which the rider applies to turn the bars should be increased due to having to work against this spring. But I don't think that's a problem."

These two mechanics appear to be the cause of the most significant physics issues that have plagued the game since its inception. Us long time players have been asking for these issues to be fixed, or at least investigated, for years, yet still they remain. We've already offered a lot of feedback and potential fixes for a lot of the physics issues, and we tend to know our stuff because most of us have been riding irl for years, but most of this feedback is just refused or ignored with no elaboration. Ruubs, Insane, Jesse, myself and many others know a lot about the physics of riding a bike on dirt, and not to offend, but with your background being in road bikes you could use our insight.

Honestly, we are starting to lose patience. We know the pandemic and life in general has made development very difficult, but it's incredibly disheartening to see you putting time into unimportant things like freestyle tricks, particle effects and backfire sounds instead of fixing the fundamental issues the game has had forever. The community does so much for this game, giving it an endless stream of free content to attract new players and keep existing ones interested, but there's only so much we can do ourselves. We have even resorted to trying to make a full set of new tyres to make the inadequate traction model manageable on each different soil type, but this is difficult because we're working blind with values we don't understand. Collectively we have put thousands of dollars and tens of thousands of hours into making content and organising the community for this game, yet development seems slow and misguided with minimal communication of what's even happening. It's getting very hard to justify putting this amount of time, effort and money into a game that will supposedly never be fixed. And now there are other games on the horizon with very active and transparent developers who implement player feedback the day they hear it. They're in very early days now, but give them a year and at this rate their games will be easily competing with MXB.

I hate to say it, but the bottom line is this: if we don't start to see either progress in fixing the major issues in the game or at least much greater communication of what's going on behind the scenes, many long time players and modders will leave for other projects. And without the free bike packs, tracks, skins and web services provided by these people the rest of the player base will soon follow. So please, use these points as valuable constructive criticism and spend some good time fixing these major issues with the physics and the netcode, or if that's not possible, tell us why not.

I wish you all the best

- The Community
I agree 100%!
7
Bug Reports / Game Crash after Online Track Change
August 28, 2022, 11:37:27 PM
Everytime I change the track on my online server, the games of all people on the server will crash.
After a race finished and we want to ride a different track, everyone needs to rejoin.

This is very annoying. Is there a workaround?
8
Proper support for PS5 Controller with working vibration and maybe also adaptive triggers would be awesome
9
Suggestions and wishlist / Steam Overlay integration
August 28, 2022, 11:32:59 PM
It would be awesome if the Steam overlay would work properly.
What I mean is:

- send invitations to friends to join a server / accept invitations and automatically join the online server invited to
- add new friends over the rider name in online lobbies

This would be awesome
10
Bikes / Re: 2023 KTM and Husky Models?
July 08, 2022, 02:14:31 PM
But the initial question, if somebody is already working on it is still unanswered  :D
11
Support / Re: 4K Resolution not correctly displayed
June 26, 2022, 12:02:02 AM
Quote from: teeds on June 25, 2022, 04:01:17 PMAre you using any scaling? - http://forum.mx-bikes.com/index.php?topic=2430.msg33091#msg33091

This was the solution, just tried it, looks crisp like it should at 4k!! Thank you :)
12
Support / 4K Resolution not correctly displayed
June 25, 2022, 12:15:37 AM
Hi,

I have upgraded my setup from 1440p to 4k. Now I wanted to change the resolution in the settings to 3840x2160. I can chose this resolution, but everything in the game looks totally blurry, like it is showing 720p.
When I start riding, my fps are very high, they are higher than with 1440p. I guess that 4k is not properly rendered.

Is there a workaround/fix for that?
Did anybody face the same problem?

Thank you :)
13
Quote from: iNsane on May 08, 2021, 11:34:07 PM
Quote from: Olsson32 on May 08, 2021, 11:11:18 PMDoes anyone know where I can get the new Gasgas model? I saw some pictures of the bikes, but I can't find any download for it.

you were seeing pictures of a different bike pack that uses stolen models and is not part of the official OEM pack. Sorry. We're awaiting a GasGas model someday - no idea when, though.
Oh ok, thank you
14
Does anyone know where I can get the new Gasgas model? I saw some pictures of the bikes, but I can't find any download for it.
15
Quote from: 𝖙𝖋𝖈 on October 30, 2019, 10:01:25 PMHi all,

Here you will find links for my tracks under the production name of TFC Factory Tracks. I will have a few series - AMA Replica Series, MXGP Replica Series, Local tracks and Fantasy tracks. I'm only going to add links here for tracks under the name TFC Factory Tracks as this will eventually include remakes of my old replicas.

Please note that I don't do this for money, but I do sink hours into these tracks for you, the community. If anyone wants to Buy Me a Beer to say thank you I would definitely appreciate it!



High Point 2019
High Point MX 2019! The brief story behind this one is that GDUBMX sent me a version made by a few people back in the day to see if I could clean it up. I noticed the scale was slightly out so double checked it but didn't realise just quite how far from 1:1 it was. I couldn't fix, so I decided to make it from scratch. The layout is 2019 as it's the latest I had to work from real footage.

This track features custom one off skydomes, specially made objects and for the first time a real location background (so the trees and hills you see around the map are from the real location).

Feedback welcome! The rollers can be singled, doubled, and there is even a triple in there somewhere. I've tried to be a bit more liberal with the checkpoints so it's not the end of the world if you go out a corner but you have to hit jump lines and rough sections for your lap to remain in tact. Thanks to GDUB for the initial reason I got to do this track (it's one I wanted to do originally anyway but didn't as one already existed), thanks to BEYER, Teeds and Ruben for testing. Enjoy!

Locked PKZ - Put PKZ directly in track folder!

TFC Factory Tracks High Point 2019 DOWNLOAD





Ironman 2018
I started this layout before the 2019 race but to be honest I much prefer this layout. Theme is race week, not race day (it's easier on graphics processing).
This is my first track with 3d trees and 3d dirt. The dirt can be disabled by turning off 3d grass if it's too much for online but the track should still look good.

This is also my first track with custom pit locations. Each pit has been painfully tested to ensure it works. Hopefully this gets easier to achieve when new track tools are released.

Massive thanks to GDUBMX for doing the cams for this track and providing feedback!

This might be a graphically demanding track but if I'm not pushing the envelope of quality then what's the point right? Hope you all enjoy!

TFC Factory Tracks Ironman 2018 DOWNLOAD





Mildenhall MX 2020
This track is pretty special to me as it's a track I've ridden in real life. I've only been there once, and I'm a really bad novice rider ;D but I can say for sure that since I've ridden there this is the closest replica I've ever made.

I rode Mildenhall at the end of last summer on my RMZ250, the same one as was used in one of the older OEM packs which I hung on to for obvious reasons and if I hit sections of this track in the same gears I did in real life, it's scary how accurate MX Bikes is with it.

Mildenhall is an awesome practice facility, rated one of the best tracks in the UK. It's mostly a sandy soil mix with some very soft deep sand spots - not easy to replicate in game but I've done my best.

I've chosen to go for an 8k normal map this time instead of the 3d soil. I think it looks more realistic being a sand track and not turned soil. I've also chosen to go for 2d trees - I love the 3d trees on Ironman but I also love performance! Still I think this track looks pretty good as is and doesn't really need to look visually any better.

Mildenhall is a couple of kilometres down the road from a busy RAF base, so keep an eye out for the aircraft!

Big thanks to Ruben for sorting me out an 8k aerial drone scan texture of WW ranch which I picked apart and used to make the normal map here. Think it was originally released by Hunter Root over on the MXS forum so big thanks to Hunter!

TFC Factory Tracks Mildenhall MX 2020 DOWNLOAD





Paleta Raceway 2020
Can't believe how long it's been since the original Paleta Raceway! Most of you will be familiar with V2, but V1 was one of my very first proper track releases. I remember playing it online with some long timers was amazing. So This version is more of a homage to the original.

I needed something to make to learn Blender 2.8 for use in my tutorial series so this seemed like a good idea. No pressure on a fantasy track. The layout is slightly more realistic than my last 2 versions, the jumps have options and aren't all huge booters but at the same time I still wanted it to be a fun track.

Bit of background. I love Pala but when I made V1 the thought of doing a replica was scary. I decided to do my own little version of Pala and since Pala means Shovel, I chose Paleta which means Trowel, or to me - tiny shovel. It has some similar features to Pala and the same kind of look, except I went for pure desert environment instead of the greener surroundings of Pala. Maybe one day Pala.

Thanks to GDUBMX for the cams, a job I nearly always overlook. Thanks to those of you who tested and provided some solid feedback, you know who you are, always appreciated. Enjoy!

Locked PKZ - Put PKZ directly in track folder!

TFC Factory Tracks Paleta Raceway 2020 DOWNLOAD




Can you upload the smaller server version of your tracks? This would be awesome!!