2018-07-28 snapshot
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Re: 2018-07-28 snapshot
yeah okey, shouldn't be that far ahead then!
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Re: 2018-07-28 snapshot
There's currently no scripting in the client. Everything is hard coded in C. Switching to a scripting language will allow more customization in the game. One example of an application for it would be moving the barriers after a supercross start. Right now the only way to do it is by hacking it via animated textures and it doesn't even work right since you can't move the collisions. It'll also have uses for things like user interface customizations and maybe track editor extensions. It's going to save a lot of coding time.sethypeety wrote:I don't know a lot about scripting so may I ask what the difference between the javascript and whatever you currently use is/what javascript is going to do?jlv wrote:The next major feature will be javascript scripting on the client. Before that I have to finish something else that it's probably better for me to not talk about.
Josh Vanderhoof
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Re: 2018-07-28 snapshot
Though I know it would never happen, imagine if MXS & MXB joined forces! Modern interface, features, and ability to import fully custom bikes from MXB, and the far superior physics and flawless online play of MXS...
Heads would explode! 



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Re: 2018-07-28 snapshot
Hey guys, was wondering if someone could point me in the direction of the newest install of this game. been half a minute since ive been around haha. cheers
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Re: 2018-07-28 snapshot
1.12 update, if you want the full installer you'll have to pm jlv ')
Discord: StorkeN#6883 - StorkenMXS Youtube - StorkenMXS Instagram - StorkenMXS Facebook - TMFR on Faceboook


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Re: 2018-07-28 snapshot
Cheers Wahlamt, good to see some friendly familiar facesWahlamt wrote:1.12 update, if you want the full installer you'll have to pm jlv ')

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Re: 2018-07-28 snapshot
Anytime! I'm glad when I see them returningMX181 wrote:Cheers Wahlamt, good to see some friendly familiar facesWahlamt wrote:1.12 update, if you want the full installer you'll have to pm jlv ')

Discord: StorkeN#6883 - StorkenMXS Youtube - StorkenMXS Instagram - StorkenMXS Facebook - TMFR on Faceboook


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Re: 2018-07-28 snapshot
I'm sure this has been mentioned before, but why not have bike models and dynos separate? Then you could run any graphics kit on any bike you choose and can switch dynos any tiem you want, or are there different wheel bases?

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Re: 2018-07-28 snapshot
Can't say I like the idea of running RMZ graphics on a KTM. You could argue that there's no point in including anything but the most powerful bike in each class since the others won't be used. I guess having different bikes with their own dynos is something that sounds like a good idea but is actually not a great thing in terms of game balance. Probably would be better if they were all completely identical.
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Re: 2018-07-28 snapshot
if youre looking at it in that sense what if all the bikes had identical power, but they handle slightly different more like the real bike?jlv wrote:Can't say I like the idea of running RMZ graphics on a KTM. You could argue that there's no point in including anything but the most powerful bike in each class since the others won't be used. I guess having different bikes with their own dynos is something that sounds like a good idea but is actually not a great thing in terms of game balance. Probably would be better if they were all completely identical.

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Re: 2018-07-28 snapshot
It'd be the same deal. People would decide one bike was the best and use it. If I had access to all the bikes and the equipment to measure inertia tensors from real objects (not trivial!) I'd want to do it anyway. But it wouldn't help bike diversity in competitive races. Might even make it worse.MOTOZ293 wrote:if youre looking at it in that sense what if all the bikes had identical power, but they handle slightly different more like the real bike?
Probably the best thing to do would be add "factory" versions for each bike that use the best dyno from their class. Feels contrived though. Can't say I like the idea.
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Re: 2018-07-28 snapshot
@JLV When will the new snapshot with all the 2019 Dynos come out?
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Re: 2018-07-28 snapshot
Bad news on the 2019 dynos. The Race Tech / VitalMX numbers that I've been using aren't going to be posted this year.
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Re: 2018-07-28 snapshot
HONDA CRF450R Peak HP: 57.51, Peak Torque: 35.13jlv wrote:Bad news on the 2019 dynos. The Race Tech / VitalMX numbers that I've been using aren't going to be posted this year.
YAMAHA YZ450F Peak HP: 55.30, Peak Torque: 33.61
KAWASAKI KX450 Peak HP: 54.34, 34.02
KTM 450SX-F Peak HP: 56.08, Peak Torque: 35.19
HUSQVARNA FC450 Peak HP: 55.43, Peak Torque: 34.46
SUZUKI RM-Z450 Peak HP: 52.53, Peak Torque: 34.06
2018-2019 AUSMX 250 National Champion
Im washed up
Im washed up


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Re: 2018-07-28 snapshot
jlv wrote:Bad news on the 2019 dynos. The Race Tech / VitalMX numbers that I've been using aren't going to be posted this year.
