gdt phoenix wrote:The game should automatically detect rapid movement in the forks, and increase stability by, say, 10. Like, it would recognize it through whoops and increase stability, and then also through braking bumps. This would be to simulate the rider holding on tighter to the bike in rough situations.
jlv wrote:That's an interesting idea. The AI does something a little like that - they adjust the expected turning radius depending on the downforce. I have another idea to improve the stability that might work better though.
jlv wrote:That's an interesting idea. The AI does something a little like that - they adjust the expected turning radius depending on the downforce. --->I have another idea to improve the stability that might work better though<------.
gdt phoenix wrote:The game should automatically detect rapid movement in the forks, and increase stability by, say, 10. Like, it would recognize it through whoops and increase stability, and then also through braking bumps. This would be to simulate the rider holding on tighter to the bike in rough situations.
gdt phoenix wrote:The game should automatically detect rapid movement in the forks, and increase stability by, say, 10. Like, it would recognize it through whoops and increase stability, and then also through braking bumps. This would be to simulate the rider holding on tighter to the bike in rough situations.
It could never ruin the physics, unless you were going around a corner that was extremely rough. In this case however, no one makes corners like that because you could never ride it. Therefore I think this could only drastically improve the physics of the game.
I don't think it works that well. I just scaled the leveling and roll damping by the downforce on the front wheel.
You can attack whoops harder but it also slows the steering when you're braking. What I really have to do is make the stabilizer influence the steering even when the front wheel isn't touching the ground. Since it's not getting feedback under those circumstances it has to be more intelligent so it will need more work than just removing the test.
Josh Vanderhoof
Sole Proprietor jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Well... I did 1 full lap as a test on Rough times. Result, 2:33.7 a new best for me. I crashed, and didn't even feel like I was pushing for a good time. Also tried Lodgeforest and it rode much better too.
Damn jlv this was exactly what the game physics needed!
If this doesn't work well in your opinion, I can hardly wait how it'll be when you get it to "work properly".
As a peculiar sidenote, I didn't really notice anything strange going an with the turning. Though perhaps this is because I don't use antilock brakes and very rarely turn at the same time I'm braking.
Those who possess strength have also known adversity.
JLV i think you can make third option for shading, so the shading will be just on bike and rider. No on track objects... Because game is verry lagging on my PC while playing on track with more objects. So i cant play with it . Thanks
I just have to say that i think this game suxs at the moment these new suspension settings make me chrash all the time it was much better before or i don't whats happend to me suddenly i can go on a jump and crash even that i get a good landing..
Rm85#107 wrote:I just have to say that i think this game suxs at the moment these new suspension settings make me chrash all the time it was much better before or i don't whats happend to me suddenly i can go on a jump and crash even that i get a good landing..
Have you tried adjusting the new suspension components? Like, spending quality time seeing what each component does? I, for the first time yesterday, spent time adjusting each component for outdoor and indoor use, and now I hardly crash at all.