Phyiscs..... Ever Heard of Them?
Posted: Mon Mar 07, 2016 11:37 am
So let me put a few things out their. This game is not a simulator. Atleast not on todays standard. This game feels honestly to share physics with unity based games in that hyper unrealistic inertia free floaty OMG this is so fake it's for 5 year olds style cell phone/ps2 era physics engine. Kinda like MX Superfly. But if you attempted to make a simulator with them.
Their are two physics models in this thing that calls itself a simulator. One which utilizes that god awful OMG you can actually drift in the wrong direction of the turn and hold it because nothings happening even close to the way it should and what happens in a berm, oh you cant turn at all... great. But hey the jumping assistance actually makes it to where it handles pretty well over the rythm sections/whoops etc. And the other which gives you a bit more grip as you should have and removes the opposite drifting to an extent (but not completely) and makes it to where you can get around a turn but then OMG a straight away. It wont stay straight. WTF kind of dirt bike wont stay straight and upright? WTF kind of dirt bike will literally fall over on you if you quit steering? Oh, I know, one that doesnt demonstrate proper gyro (wheels) and caster (steering) effects in any way shape or form. And then, what's that? Oh why look it's a jump. Prepare your anus. Yes between the bike being horribly unstable left/right and the complete lack of momentum/inertia physics from what I can tell combined with the horrid shapes of the jumps in this game and it becomes an impossibly unrealistic and infuriating task to complete a supercross straightaway. Why are the jumps so round on top that they actually have more convex area than concave area in the landing zones? ... And why the fuck is everything so god damn steep? QUIT USING 200* FOV ALREADY FFS!!! Use 60 or lower like you should have on a single monitor based on it's size and distance (42* for my FOV) and check out the vertical walls that are every tracks jumps. That's probably a large majority of the problem as yea hitting a wall jump at those speeds would throw you for quite the ride unpredictably going head over heals or vice versa. How bout we make some tracks accurately and not to whatever proviedes your masochist ass pro's who been playing this shit every day for the last 5 years an ample challenge. I dont give a single fuck how good you are at this game. An unrealistic track is an unrealistic track. In what supercross are whoops so big that stopping between the rollers you cant even see past them because they are as tall as you are on the MF bike? Like seriously.... NEVER HAVE I EVER! Fix that and maybe sim mode would be useable and close enough. But it still clearly has issues, when I barely come up short by like an inch and land a perfect front flip afterwards.... somethings fucking wrong. When I go up a dragons back and pull a back flip off of it accidentally and LAND the MFer half the time. Somethings fucking wrong. When i attack a non horribly scaled set of whoops and do what you do in real life and lean back and it causes the bike to do a fucking flip in some random direction possibly corkscrewing through the air 2 or 3 times before hitting the ground. ... Somethings deffintaley, horribly fucking wrong.
I've been playing this atleast 5 hours a week for the past 6 months now. I have the experience in video game/simulator physics to make this assesment considering I've spent 3 years blueprinting my car into rfactor and the surrounding hilsides of my home town to get the research I did on tire phyiscs implimented properly into the game. I can safely say that both physics models suck horrifically and need a do over.
I have one possible solution that would make a physics model that's atleast "useable" and that is to give the arcade mode the same grip as the sim mode and keep the lean limit but make the leaning behave like sim mode does with 100% leveling. That way it'll whip in the air like in sim mode and handle on the berms like sim mode, but it'll actually track straight and behave in a rideable, useable fashion over the jumps. You could do this by simply adding the arcade jump stabilizer and leveling behavior as seperate on/off options with both off being full sim mode as it is now. Or you could just fix arcade mode the way I described. Either way sim mode would be untouched and those who are not massochists and still want to play a MX game with the current real life tracks as they come out could still enjoy the game.
JLV if you cant do that ... I'm sorry man but I have to demand a refund this is utter bullshit. This game is nothing but a waste of my harddrive space as it sits and a cause of my ulcers reappearance. I've NEVER in 25 years of gaming hated a game this much. And trust me, I've been grounded as a kid from the strings of swearing and crying I've poured out at some older flawed games with glitches so bad you'd sink into the ground and get launched off the map everytime you pushed hard enough to beat the level. This is worse than that as it sits. Think about that for a second.
I'm done./rant /conundrum
Their are two physics models in this thing that calls itself a simulator. One which utilizes that god awful OMG you can actually drift in the wrong direction of the turn and hold it because nothings happening even close to the way it should and what happens in a berm, oh you cant turn at all... great. But hey the jumping assistance actually makes it to where it handles pretty well over the rythm sections/whoops etc. And the other which gives you a bit more grip as you should have and removes the opposite drifting to an extent (but not completely) and makes it to where you can get around a turn but then OMG a straight away. It wont stay straight. WTF kind of dirt bike wont stay straight and upright? WTF kind of dirt bike will literally fall over on you if you quit steering? Oh, I know, one that doesnt demonstrate proper gyro (wheels) and caster (steering) effects in any way shape or form. And then, what's that? Oh why look it's a jump. Prepare your anus. Yes between the bike being horribly unstable left/right and the complete lack of momentum/inertia physics from what I can tell combined with the horrid shapes of the jumps in this game and it becomes an impossibly unrealistic and infuriating task to complete a supercross straightaway. Why are the jumps so round on top that they actually have more convex area than concave area in the landing zones? ... And why the fuck is everything so god damn steep? QUIT USING 200* FOV ALREADY FFS!!! Use 60 or lower like you should have on a single monitor based on it's size and distance (42* for my FOV) and check out the vertical walls that are every tracks jumps. That's probably a large majority of the problem as yea hitting a wall jump at those speeds would throw you for quite the ride unpredictably going head over heals or vice versa. How bout we make some tracks accurately and not to whatever proviedes your masochist ass pro's who been playing this shit every day for the last 5 years an ample challenge. I dont give a single fuck how good you are at this game. An unrealistic track is an unrealistic track. In what supercross are whoops so big that stopping between the rollers you cant even see past them because they are as tall as you are on the MF bike? Like seriously.... NEVER HAVE I EVER! Fix that and maybe sim mode would be useable and close enough. But it still clearly has issues, when I barely come up short by like an inch and land a perfect front flip afterwards.... somethings fucking wrong. When I go up a dragons back and pull a back flip off of it accidentally and LAND the MFer half the time. Somethings fucking wrong. When i attack a non horribly scaled set of whoops and do what you do in real life and lean back and it causes the bike to do a fucking flip in some random direction possibly corkscrewing through the air 2 or 3 times before hitting the ground. ... Somethings deffintaley, horribly fucking wrong.
I've been playing this atleast 5 hours a week for the past 6 months now. I have the experience in video game/simulator physics to make this assesment considering I've spent 3 years blueprinting my car into rfactor and the surrounding hilsides of my home town to get the research I did on tire phyiscs implimented properly into the game. I can safely say that both physics models suck horrifically and need a do over.
I have one possible solution that would make a physics model that's atleast "useable" and that is to give the arcade mode the same grip as the sim mode and keep the lean limit but make the leaning behave like sim mode does with 100% leveling. That way it'll whip in the air like in sim mode and handle on the berms like sim mode, but it'll actually track straight and behave in a rideable, useable fashion over the jumps. You could do this by simply adding the arcade jump stabilizer and leveling behavior as seperate on/off options with both off being full sim mode as it is now. Or you could just fix arcade mode the way I described. Either way sim mode would be untouched and those who are not massochists and still want to play a MX game with the current real life tracks as they come out could still enjoy the game.
JLV if you cant do that ... I'm sorry man but I have to demand a refund this is utter bullshit. This game is nothing but a waste of my harddrive space as it sits and a cause of my ulcers reappearance. I've NEVER in 25 years of gaming hated a game this much. And trust me, I've been grounded as a kid from the strings of swearing and crying I've poured out at some older flawed games with glitches so bad you'd sink into the ground and get launched off the map everytime you pushed hard enough to beat the level. This is worse than that as it sits. Think about that for a second.
I'm done./rant /conundrum
