2017-07-25 snapshot (Updated 2017-07-26)

Post anything about MX Simulator here. Please. I'm begging you.
Uollie
Posts: 115
Joined: Sun Jun 05, 2011 5:16 am

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by Uollie »

What might be the issue if I can't join a server because "Client track modified - does not match server's track"? Am I missing objects or something? I had the same issue with the vegas strip track that was on the server last night too.
RobertPink
Posts: 233
Joined: Sun Apr 26, 2015 9:49 pm
Team: SYS Racing
Location: Atlanta GA

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by RobertPink »

808 wrote:
RobertPink wrote:
808 wrote: i understand 0 of this

how do i connect to my server once i got it all setup?

also i own a flowtech server
Sammy will have to add it to the file of the servers(i think) and for your own server, just start it up join then put whatever track on nit, then set the erode value.
i literally just figured it out after i had posted that, but thanks anyways.

i was also gonna ask how to link it with my flowtech server but you just answered that for me so.. you've done good
:D :D :D
Dumbbelly29
Crushed Dissenter
Posts: 339
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Team: Privateer

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by Dumbbelly29 »

Bnastyyy920 wrote:
Brock1198 wrote:
Bnastyyy920 wrote:It would just be nice for me to be able to download the fucking link and it would actually download instead of saying game data not found
would be nice if you followed instructions and put it in your folder like your suppost to
Considering it won't let me do anything with the link after I hit save as??
Image
Image
Mr. Wiggles
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Location: Bottom Feeder at LCQ Studios
Contact:

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by Mr. Wiggles »

Cool
Bottom feeder at LCQ Studios
Internet Nice Guy!
broland278
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Contact:

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by broland278 »

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SKlein
Posts: 376
Joined: Mon Mar 16, 2015 7:08 pm
Team: Evergood
Location: MN

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by SKlein »

Big Smooth one3 wrote:Firstly, very much appreciate seeing the first version of this finally come to life - thanks Josh.
checkerz wrote:...some optimization...
I think this is the major handcuff at the moment. Luckily, at least a moderate amount of this community is made of people who have put a decent financial sum into their PC's, so I imagine it's nearly unnoticable for them.
i7 6700k // GTX 1080 and I can't run a steady 125FPS (bounces around from 111-90) with a 25 man gate on fairly low graphical settings. There's going to be a need for optimization if we want any chance of running full gates with it.
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Brock1198
Posts: 278
Joined: Tue Jan 13, 2015 12:20 am
Team: Cycleworks
Location: Texas

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by Brock1198 »

Bnastyyy920 wrote:
Brock1198 wrote:
Bnastyyy920 wrote:It would just be nice for me to be able to download the fucking link and it would actually download instead of saying game data not found
would be nice if you followed instructions and put it in your folder like your suppost to
Considering it won't let me do anything with the link after I hit save as??
WELLL if you were not such a fuckin retard you would know that you have to put it in your mx sim folder and make a shortcut to desktop.
jlv wrote:
yzmxer608 wrote:Alrighty jlv time to lock this, politic arguments get people nowhere fast. :?
Are you kidding me? This is a perfect opportunity to break out the American Chopper meme!
ShackAttack12
Posts: 3131
Joined: Fri May 09, 2008 1:51 am
Location: San Diego, CA

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by ShackAttack12 »

Track makers (I'm looking at you Chris and Barrington... you probably have already started) need to start experimenting with the different erode settings in the tilemap. If the tracks we currently are riding are using the default erosion settings, that means the erode radius is set to 4feet, and every bike makes an 8 foot wide rut! I think we need to try decreasing that and messing with the erode_slope setting as well to make narrower, more defined ruts. Perhaps a radius of 2 with a slope thats half the default setting?

I'm also thinking the "On/Off" action of the anti-lock brakes causes some weird braking bumps.
ShackAttack12
| 2010 Supercross Champ | 2011 Supercross Champ | 2019 Supercross Champ |
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by barrington314 »

ShackAttack12 wrote:Track makers (I'm looking at you Chris and Barrington... you probably have already started) need to start experimenting with the different erode settings in the tilemap. If the tracks we currently are riding are using the default erosion settings, that means the erode radius is set to 4feet, and every bike makes an 8 foot wide rut! I think we need to try decreasing that and messing with the erode_slope setting as well to make narrower, more defined ruts. Perhaps a radius of 2 with a slope thats half the default setting?

I'm also thinking the "On/Off" action of the anti-lock brakes causes some weird braking bumps.
Here is unadillas. I actually used 3 different ones but most of the track is covered in this.

Code: Select all

erode_depth 2.5
erode_lower 25.0
erode_upper 250.0
erode_displacement 2.0
erode_radius 3.5
erode_max_slope 0.7
erode_off_speed 10.0
erode_on_speed 15.0
But for example I did this on the start so that the first turn didnt get destroyed and cause problems when it gets crossed again.
Image

And that setting is this:

Code: Select all

erode_depth 0.5
erode_lower 25.0
erode_upper 250.0
erode_displacement 0.5
erode_radius 3.0
erode_max_slope 0.1
erode_off_speed 20.0
erode_on_speed 30.0
barrington314
Posts: 6614
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Team: me
Location: Charleston, SC

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by barrington314 »

I think the radius of the first main one worked well. However, JLV mentioned before that displacement shouldnt be more than 1/2 of radius. And as you see I went over that and I think payed the price in how choppy it got. So next time I'd lower that. Max slope should probably be lowered too.
checkerz
Posts: 8787
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by checkerz »

Southwick smooth is also different from Unadilla and default.

So yes, experimenting has begun and will continue. This isn't exactly our first rodeo and JLV gave us a new toy. Of course we are going to play with it.

PS. I know JLV kicked ass getitng the new server stuff up and going, but if we can keep traffic up in 19805 that'd be very helpful as we are continuing to test. I know it might be frustrating to be downloading tracks/updates daily, but a lot of riders and updating stuff is the only way we'll be able to learn effectively.
Bnastyyy920
Posts: 61
Joined: Mon Jan 30, 2017 12:01 am
Team: BTB Racing

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by Bnastyyy920 »

Brock1198 wrote:
Bnastyyy920 wrote:
Brock1198 wrote: would be nice if you followed instructions and put it in your folder like your suppost to
Considering it won't let me do anything with the link after I hit save as??
WELLL if you were not such a fuckin retard you would know that you have to put it in your mx sim folder and make a shortcut to desktop.
So ya not comprehend that it says game data not found no matter what I do lol. Fucking wannabe mx punks :roll:
checkerz
Posts: 8787
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by checkerz »

checkerz
Posts: 8787
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by checkerz »

Moving to official.mxslobby.com:19801
ShackAttack12
Posts: 3131
Joined: Fri May 09, 2008 1:51 am
Location: San Diego, CA

Re: 2017-07-25 snapshot (Updated 2017-07-26)

Post by ShackAttack12 »

barrington314 wrote:
ShackAttack12 wrote:Track makers (I'm looking at you Chris and Barrington... you probably have already started) need to start experimenting with the different erode settings in the tilemap. If the tracks we currently are riding are using the default erosion settings, that means the erode radius is set to 4feet, and every bike makes an 8 foot wide rut! I think we need to try decreasing that and messing with the erode_slope setting as well to make narrower, more defined ruts. Perhaps a radius of 2 with a slope thats half the default setting?

I'm also thinking the "On/Off" action of the anti-lock brakes causes some weird braking bumps.
Here is unadillas. I actually used 3 different ones but most of the track is covered in this.

Code: Select all

erode_depth 2.5
erode_lower 25.0
erode_upper 250.0
erode_displacement 2.0
erode_radius 3.5
erode_max_slope 0.7
erode_off_speed 10.0
erode_on_speed 15.0
But for example I did this on the start so that the first turn didnt get destroyed and cause problems when it gets crossed again.

And that setting is this:

Code: Select all

erode_depth 0.5
erode_lower 25.0
erode_upper 250.0
erode_displacement 0.5
erode_radius 3.0
erode_max_slope 0.1
erode_off_speed 20.0
erode_on_speed 30.0
Ahh cool, so you already changed the Unadilla settings. Still thinking a radius of 3.5 is too high. Thats a 7 foot wide hole dug when we do a burnout. Have you tried 2.0-2.5 yet?

I understand that a larger radius making wider ruts allows for ruts that are a lot more forgiving/easier to ride, but when in motocross are there multiple cupped out berms in each corner? :lol:
ShackAttack12
| 2010 Supercross Champ | 2011 Supercross Champ | 2019 Supercross Champ |
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