Is it possible that the ground from the bottom of the face is being pushed up the face as you hit it, causing them to become steeper ?jlv wrote:It ignores the Y component of the force. The X and Z components affect how far the outer radius is displaced. The inner radius doesn't care about the force.ryanmx25 wrote:@Jlv
Does erode take impact force as a variable as to how much to erode? So when the bike is loading/compressing at the bottom of the face, it is with a greater impact force than when it's unloading at the top of the jump causing it to erode more, or am I wrong ?
2017-11-19 snapshot
Re: 2017-11-19 snapshot
Re: 2017-11-19 snapshot
Sorry for Dp
I noticed when doing some testing after this new snapshot, that the top of the jump actually gained a little bit of height over the original gradient, I found that odd.
I noticed when doing some testing after this new snapshot, that the top of the jump actually gained a little bit of height over the original gradient, I found that odd.
Re: 2017-11-19 snapshot
that !ryanmx25 wrote:Sorry for Dp
I noticed when doing some testing after this new snapshot, that the top of the jump actually gained a little bit of height over the original gradient, I found that odd.
i noticed that too during the race on Paris sx, seems like someone is hidden behing the jumpface and he's pelting more dirt on top everytime he's able to
Maxime Tison
I AM NOT MXSEMF Official admin ANYMORE | PLEASE DO NOT CONTACT ME ABOUT MXSEMF
I AM NOT MXSEMF Official admin ANYMORE | PLEASE DO NOT CONTACT ME ABOUT MXSEMF
Re: 2017-11-19 snapshot
^M@xTizZz wrote:that !ryanmx25 wrote:Sorry for Dp
I noticed when doing some testing after this new snapshot, that the top of the jump actually gained a little bit of height over the original gradient, I found that odd.
i noticed that too during the race on Paris sx, seems like someone is hidden behing the jumpface and he's pelting more dirt on top everytime he's able to
as the track gets rough, it seems to become rougher, faster.? Another thing, Sx ruts on flat will only become as deep as the concrete, and the ruts ever where else will only ever be as deep as the length of bottom of the wheels to the foot pegs.
Re: 2017-11-19 snapshot
It pushes the dirt in the direction of the force the wheels are putting into the ground. So if you're decelerating uphill it'll push dirt uphill. The front wheel does push uphill a bit even when you're accelerating, but in my tests disabling front wheel erode didn't fix it. After a lot of testing and analyzing erode data, I realized that inner erode was spreading more dirt at low speed. Once I got that fixed it looked OK for what I was testing. I must have been testing for the wrong thing since I thought it was good now.
Not sure if people realize this but you can disable erode above certain slopes with the min/max slope settings. -.25 and .25 would make it leave the jumps alone for the most part.
Not sure if people realize this but you can disable erode above certain slopes with the min/max slope settings. -.25 and .25 would make it leave the jumps alone for the most part.
Josh Vanderhoof
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jlv@mxsimulator.com
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Re: 2017-11-19 snapshot
I haven't had a chance to test your settings, but not eroding the jumps drastically defeats the purpose/immersion of erode in SX.jlv wrote:
Not sure if people realize this but you can disable erode above certain slopes with the min/max slope settings. -.25 and .25 would make it leave the jumps alone for the most part.
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Re: 2017-11-19 snapshot
I've been having a lot of fun with this. I don't think the results are too bad. Similar settings to JLV's "blue" settings. I did 20 laps, by myself. on erode 12.
Two things though that I'm still unsure of
1.I know Checkerz brought this up before. But sometime's I still notice that the rut is longer leading up to the apex of the turn than the exit is. Perhaps it's just because of my riding style, being on the brakes, and hard engine braking coming into the corner.
2. Whoops don't seem to get very worn. They just turn choppy. But this could also be because I'm not able to hit the same exact line every time.
Two things though that I'm still unsure of
1.I know Checkerz brought this up before. But sometime's I still notice that the rut is longer leading up to the apex of the turn than the exit is. Perhaps it's just because of my riding style, being on the brakes, and hard engine braking coming into the corner.
2. Whoops don't seem to get very worn. They just turn choppy. But this could also be because I'm not able to hit the same exact line every time.
Re: 2017-11-19 snapshot
I tried a couple different settings like jlv's blue, erode 15 and hitting sections back to back on time trial for 10-15 min
This works pretty good
erode_radius 6
erode_depth 0.0
erode_inner_radius 2.0
erode_inner_depth 0.85
Whoops were butter if I stayed in the groove, got a little sketchy if you moved in & out of the line
This works pretty good
erode_radius 6
erode_depth 0.0
erode_inner_radius 2.0
erode_inner_depth 0.85
Whoops were butter if I stayed in the groove, got a little sketchy if you moved in & out of the line
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Re: 2017-11-19 snapshot
That looks pretty legit. Care to share the settings you're using?barrington314 wrote:I've been having a lot of fun with this. I don't think the results are too bad. Similar settings to JLV's "blue" settings.
Re: 2017-11-19 snapshot
I'm a supporter of erode if the tracks develop like Barrington's testing. The width of the ruts in the berms and takeoffs look a lot better than I thought they'd look, and if executed correctly, will result in amazing tracks. It would be interesting if the server could remember the erode for back-to-back races, like the track gets rutted/rough for the heats, then resets for the main events.
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Re: 2017-11-19 snapshot
+1Ddavis wrote:It would be interesting if the server could remember the erode for back-to-back races, like the track gets rutted/rough for the heats, then resets for the main events.
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Re: 2017-11-19 snapshot
Sure. What you seen in those pics was this:ColtonD719 wrote:That looks pretty legit. Care to share the settings you're using?barrington314 wrote:I've been having a lot of fun with this. I don't think the results are too bad. Similar settings to JLV's "blue" settings.
Code: Select all
friction 1.0 0
friction 1.2 1.5
friction 1.1 15
friction 1.2 30
roll_resist 40.0 60.0 35.0
roll_resist 50.0 70.0 45.0
erode_depth 0.0
erode_lower 50.0
erode_upper 150.0
erode_displacement 1.0
erode_radius 4.0
erode_inner_depth 3.0
erode_inner_radius 2.0
erode_min_slope -0.99
erode_max_slope 0.99
erode_off_speed 14.0
erode_on_speed 21.0
erode_slip_base_scale 1.0
erode_slip_scale 1.5
erode_slip_lower 0.0
erode_slip_upper 5.0
erode_downhill_scale 0.5
texture @dirt.ppm
roost texture=@sx2017/tiles/roost/rock.png count=0.1 slow_angle=1.0 vscale=0.2 size=.2 r=150 g=150 b=150 fade_a=0
roost texture=@sx2017/tiles/roost/OnTrack.png count=1 grow=1.5 slow_angle=1.0 drag=10 size=1.0 fade_a=0.1
addtile
JLV, could you give some examples of what would result in changing the 4 slip settings in either direction, as well the downhill scale? Please.
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