Terrain Feel and Factors

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Uollie
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Joined: Sun Jun 05, 2011 5:16 am

Re: Terrain Feel and Factors

Post by Uollie »

Looks like everyone's got a handle on this topic but thought I'd add a video to sort of help prove that something like this would be welcomed.

There's probably better examples somewhere but this was the best one that came to mind. In this video at, exactly the 22 minute mark, Villopoto holeshots the 450 main event and right into the first turn he dives into the berm protecting his inside while almost perpendicularly crossing THREE pretty deep ruts. In real life this IS a bit tricky, but in MXS (at least for me) it's pretty lucky that I blow a turn and have to jump a rut without getting all bent out of shape or going over the bars.

One of my biggest struggles in-game is when I'm in slow sections and don't nail a rut perfect. It's become easier the longer we get used to adapting to it, but it would be so very welcomed to feel more confident in turns.

In short: Real life blown turns = Crash, or just a minor oops. MXS blown turns = Worst or luckiest bull rider of all time.

[youtube]http://www.youtube.com/watch?v=n4e2ZOI4T2M[/youtube]
Uollie
Posts: 115
Joined: Sun Jun 05, 2011 5:16 am

Re: Terrain Feel and Factors

Post by Uollie »

Double post. Providing a link that I actually know is clickable.

http://www.youtube.com/watch?v=n4e2ZOI4T2M
CHILLYDOGZZ
Posts: 43
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Team: TB Racing

Re: Terrain Feel and Factors

Post by CHILLYDOGZZ »

attacker5 wrote:
CHILLYDOGZZ wrote:
attacker5 wrote:Hello,
So this might of been suggested before but I have never made a suggestion so might as well.

Right now if I am not mistaken, the terrain itself (that is what the bike is riding on) is 100% solid. There is no movement, deformation or any of that. I understand physically deforming the terrain is an issue, coding wise and bandwidth wise to ensure everyone is on the same terrain. But there is my suggestion and issue.

I saw ages ago in some snapshot that JLV posted he made adjustments in how the temperature of the sir in the forks affect the way it performs, or something like that, anyhow, it was something very detailed. But it got me thinking, why put so much effort into the little things of suspension when one very big factor is being missed, this being the bike itself sinking into the ground. When one comes around a turn, the g force on the bike multiplies, so the weight becomes more, meaning the bike will tend to "sink" into the burm or ground, with a depth dependent on the type of ground.

The solution could be to have each tile info, have a coefficient of how solid the collision is on it. I know collision "solidness" can be changed such as the bales often are on sx. I just think having the bike actually be able to sink into the ground without physically deforming it, will greatly improve the realism in how the rider handles bumps, and burms. With this, the rider could effectively blow out a burm, basically go through it, without having to send any server data, or any real computational data.

Also, it wont make riding more difficult, I personally think it will make it easier, because the faster you hit a bump the less harsh it would be, just like real life if you were to hit a soft sand bump, and it will add a much better dynamic to the riding style. I am sure there will be a ton of coding issues involved, but I personally believe that this is somewhat of a solution to a very big problem.

I have done my own experiments with this is a different game engine and have found that collision alteration could indeed have the desired effect, somewhat of a cheap mans way, but short of full terrain deformation, I think its a step in the right direction. Also in my tests, yes, it wasn't with ODE, so that might be more difficult, I don't know, but the coding for my part wasn't that complicated, although my game engine might support it better, again, I don't know.

Hopefully that all makes sense.
Cheers
Ride On!
so basically you want to add ruts and more details just like the game Mx Vs Atv Alive/Reflex.
No, i dont know where you got that idea from.
Well mx vs atv has the real listicniss of ruts and the ground changing every lap that you do. Every lap the ruts will get deeper and deeper.
Ktmrdr11
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Re: Terrain Feel and Factors

Post by Ktmrdr11 »

the only problem i say with what chill just said would be our collision system, if our ruts got deeper every lap it would not change very much with a couple riders and 5-8 laps but then on Rf with 40 riders and 15 + laps they would get so deep it would be like Hangtown and you would have everyone struggling to rail a rut it would look like C class everywhere. Im not 100% sure maybe Ramon or Josh can add to this.
Ktmrdr11
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Re: Terrain Feel and Factors

Post by Ktmrdr11 »

sorry dp but it would almost be unrealistic at that point, unless jlv made something to where you could set the track changing on a restart and if they ruts or bumps disappear for the next moto(all the way would be unrealistic but maybe a little like someone prepped it a little during intermission or what not).
MX181
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Re: Terrain Feel and Factors

Post by MX181 »

but terrain deformation (which is what you guys are talking about) is not what was originally suggested. them pictures in the original post are the easiest thing to explain this process
CHILLYDOGZZ
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Re: Terrain Feel and Factors

Post by CHILLYDOGZZ »

Ktmrdr11 wrote:the only problem i say with what chill just said would be our collision system, if our ruts got deeper every lap it would not change very much with a couple riders and 5-8 laps but then on Rf with 40 riders and 15 + laps they would get so deep it would be like Hangtown and you would have everyone struggling to rail a rut it would look like C class everywhere. Im not 100% sure maybe Ramon or Josh can add to this.
I am %90 agreeing with you but if you have played mx vs atv reflex or alive (not saying that you havent) you will realize that after a serten depth the rut gets it cant get any deeper. i have some pics of mx vs atv ruts in the burns and one jump that i will post under neath i also have one real picture of a guy in a rut.

so like you where saying during the break in between heats the ruts can get smoothed out but not all the way.
CHILLYDOGZZ
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Team: TB Racing

Re: Terrain Feel and Factors

Post by CHILLYDOGZZ »

its not allowing me to post the pics but im sure you guys know what im talking about.
Cody Darr
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Re: Terrain Feel and Factors

Post by Cody Darr »

We do, dont worry!!!!!
2011 LRS Monday Night local Series 125 Pro Champion
jlv wrote:What a dope! He should have saved that move for the last lap like Cody Darr!
CHILLYDOGZZ
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Re: Terrain Feel and Factors

Post by CHILLYDOGZZ »

Cody Darr wrote:We do, dont worry!!!!!
ok...
bdownen323
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Re: Terrain Feel and Factors

Post by bdownen323 »

Chillydogzzzzzszszszzs or however many random z's your name has at the end, you don't know what you're talking about, tbh. The coding is WAY too complex and it's not just as simple as "oh hey let's add this then it's gonna be perfect."
CHILLYDOGZZ
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Re: Terrain Feel and Factors

Post by CHILLYDOGZZ »

bdownen323 wrote:Chillydogzzzzzszszszzs or however many random z's your name has at the end, you don't know what you're talking about, tbh. The coding is WAY too complex and it's not just as simple as "oh hey let's add this then it's gonna be perfect."
its only two z's if you can even see right. and of course it wont be simple!!! this type of stuff takes a long time WITCH I KNOW ALL READY! its not like magic or some thing. you think that i think o hey its all easy and stuff like that. well fyi i know a lot more then what you think.
attacker5
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Re: Terrain Feel and Factors

Post by attacker5 »

lol
WellsMX524
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Re: Terrain Feel and Factors

Post by WellsMX524 »

attacker5 wrote:lol
T-RIDER
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Re: Terrain Feel and Factors

Post by T-RIDER »

CHILLYDOGZZ wrote:WITCH I KNOW ALL READY! its not like magic or some thing.
I see what you did there...
Image
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