2019-03-20 snapshot (Updated)

Post anything about MX Simulator here. Please. I'm begging you.
lukas_reagan
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Re: 2019-03-20 snapshot

Postby lukas_reagan » Thu Mar 21, 2019 11:32 pm

come on jlv its not april fools yet

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Re: 2019-03-20 snapshot

Postby jlv » Fri Mar 22, 2019 4:12 am

First post updated.

Phathry25 wrote:What's this projected slip business?

It's for modeling deep heavy materials. It makes the effective slip speed dependent on the direction the wheel is moving. If the slip is with the motion, the speed will be positive otherwise it'll be negative. This lets you ramp up the friction way sooner for braking and turning without affecting acceleration. The idea is if the slip is with the motion, it's moving material and should ramp up. If it's against it, it's not moving material and should ramp down if anything.

If you use something like this the bike will handle like a jet ski:

friction 0.8 -1.0
friction 1.0 -0.5
friction 1.0 1.0
friction 1.5 1.5
slip_function 2

Jeremy150 wrote:I'm assuming that now that the slip speed is calculated differently, our current setting is going to be way off. That's what is probably giving that "sand" feel.

It had a bug where it was using a slip speed of 0 to terminate the list. Originally if there was an entry with a speed of 0 it would change it to slightly more than 0, but with the projected slip thing slip speeds at or below 0 make sense, so I allowed 0 but forgot to fix the list terminator value which made it terminate at the first entry if you used 0 for the slip speed.
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Re: 2019-03-20 snapshot

Postby model_90 » Fri Mar 22, 2019 4:20 am

KaseoDip wrote:
Atom6246 wrote:video

LOL


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Peters as sharp as a mouse dick-Ol' PizzaChet
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808
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Re: 2019-03-20 snapshot

Postby 808 » Fri Mar 22, 2019 5:21 am

jlv wrote:First post updated.

Phathry25 wrote:What's this projected slip business?

It's for modeling deep heavy materials. It makes the effective slip speed dependent on the direction the wheel is moving. If the slip is with the motion, the speed will be positive otherwise it'll be negative. This lets you ramp up the friction way sooner for braking and turning without affecting acceleration. The idea is if the slip is with the motion, it's moving material and should ramp up. If it's against it, it's not moving material and should ramp down if anything.

If you use something like this the bike will handle like a jet ski:

friction 0.8 -1.0
friction 1.0 -0.5
friction 1.0 1.0
friction 1.5 1.5
slip_function 2

Jeremy150 wrote:I'm assuming that now that the slip speed is calculated differently, our current setting is going to be way off. That's what is probably giving that "sand" feel.

It had a bug where it was using a slip speed of 0 to terminate the list. Originally if there was an entry with a speed of 0 it would change it to slightly more than 0, but with the projected slip thing slip speeds at or below 0 make sense, so I allowed 0 but forgot to fix the list terminator value which made it terminate at the first entry if you used 0 for the slip speed.


In stoopid head terms how does this all affect gameplay cuz all these big words are scaring me
James_122 wrote:The old folks home should limit you fossils on how much internet time you get a day. Hopefully they mashed your turkey meat up enough so you can chew it.

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Re: 2019-03-20 snapshot (Updated)

Postby C.Blakita919 » Fri Mar 22, 2019 6:48 am

How about just add some damn traction...
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Jeremy150
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Re: 2019-03-20 snapshot (Updated)

Postby Jeremy150 » Fri Mar 22, 2019 8:01 am

C.Blakita919 wrote:How about just add some damn traction...

Ya JLV just add mx.add_traction...
:roll:
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Re: 2019-03-20 snapshot (Updated)

Postby Ripping_reckless » Fri Mar 22, 2019 9:26 pm

i switched to this one on 19 seattle and back to the last one and there is slight traction differences i noticed atleast the newer one feels alot like ice compared to the other one where i dont even lose traction maybe its just me idk

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Re: 2019-03-20 snapshot (Updated)

Postby C.Blakita919 » Sat Mar 23, 2019 12:36 am

Jeremy150 wrote:
C.Blakita919 wrote:How about just add some damn traction...

Ya JLV just add mx.add_traction...
:roll:


You can lower the traction pretty easy it seems like just do the opposite please
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Re: 2019-03-20 snapshot (Updated)

Postby jlv » Sat Mar 23, 2019 1:10 am

C.Blakita919 wrote:How about just add some damn traction...

What do you mean? Tracks can already use Velcro traction if they want. But no one wants that because it's boring and unrealistic. If you mean "conditionally add traction for deeper feeling dirt without being too grabby" I think you'll find this change allows tracks to do exactly that.

Ripping_reckless wrote:i switched to this one on 19 seattle and back to the last one and there is slight traction differences i noticed atleast the newer one feels alot like ice compared to the other one where i dont even lose traction maybe its just me idk

The updated version using the default "slip_function 0" should have the exact same traction as the pre-2019-03-20 versions. If you're sure it's different I can check for bugs but I think it's probably just placebo effect.
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Re: 2019-03-20 snapshot (Updated)

Postby Snopro704 » Wed Mar 27, 2019 1:39 am

Ever since this update I keep getting disconnected from elsinore 01 with like 20 guys when it restarts and it says mx.exe has stopped working... have had no issues racing 40 man gates in the past on solid graphic settings
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Re: 2019-03-20 snapshot (Updated)

Postby jlv » Wed Mar 27, 2019 2:10 am

Snopro704 wrote:Ever since this update I keep getting disconnected from elsinore 01 with like 20 guys when it restarts and it says mx.exe has stopped working... have had no issues racing 40 man gates in the past on solid graphic settings

I got a crash too. Looking into it.
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Re: 2019-03-20 snapshot (Updated)

Postby Ktmrdr11 » Wed Mar 27, 2019 2:16 am

Well im glad it wasnt in my head like i assumed, downloaded the snapshot the day after the race and played seattle and it just felt so different i thought i lost all skill overnight :lol:

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Re: 2019-03-20 snapshot (Updated)

Postby jlv » Wed Mar 27, 2019 2:43 am

jlv wrote:
Snopro704 wrote:Ever since this update I keep getting disconnected from elsinore 01 with like 20 guys when it restarts and it says mx.exe has stopped working... have had no issues racing 40 man gates in the past on solid graphic settings

I got a crash too. Looking into it.

Looks like it's Jake Kazarian's fault! Just kidding, but there's a file named "~Privateer Kazarian SX Setup~" that triggers it. The ~ character sorts last which exposed a bug in my file search function. If it fails to find a file that would have been last in the file list it goes off the end and crashes. You can work around it for now by creating a file named "~~~~~~~~" in your install or personal folder. I'll have a true fix posted soon.
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Re: 2019-03-20 snapshot (Updated)

Postby Phathry25 » Thu Mar 28, 2019 3:13 am

hella lag when loading the results or chat tonight. games fine until the leader crosses the line and then all hell breaks loose for a couple seconds. same when i press t to bring up the chat.

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Re: 2019-03-20 snapshot (Updated)

Postby jlv » Fri Mar 29, 2019 2:03 am

Phathry25 wrote:hella lag when loading the results or chat tonight. games fine until the leader crosses the line and then all hell breaks loose for a couple seconds. same when i press t to bring up the chat.

Might be something in the track script. Does it happen in a demo replay?

I wouldn't expect it to affect the chat though.
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