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Wheelie control
Posted: Wed Mar 05, 2014 4:31 pm
by checkerz
Something I've longed for... and it opens up so many options for getting over bumps/jumps.
On my 450 (or even 250f when I had one), with the blip of a throttle I could pull my front wheel up at anytime on command. ANd I could ride it, straight, with power, about 2 feet off the ground pretty easily (not talking riding wheelies, talking racing wheelies to get over a bump/whoop/roller).
The best example would be a whoops section without a starter whoop which was common on my local tracks, I'd come through the corner before, pop the wheel up and set it onto the top of the 2nd whoop... every lap for a 10-12 lap main event.
You see how easily AC was doing it in Indy to setup for his "quad" line too.
Why's it so hard to get a controllable wheelie in MXS while keeping under power?
Re: Wheelie control
Posted: Wed Mar 05, 2014 4:59 pm
by Nick#126
Been thinking about this as well. I think it would be a very good feature. It would be really realistic when you can pull your wheel over a bump or a small jump. Would love to see this in the game !
Re: Wheelie control
Posted: Wed Mar 05, 2014 4:59 pm
by Nick#126
Been thinking about this as well. I think it would be a very good feature. It would be really realistic when you can pull your wheel over a bump or a small jump. Would love to see this in the game !
Re: Wheelie control
Posted: Wed Mar 05, 2014 8:42 pm
by Prada
It would be sweet if the rider used his legs for more soaking up the bumps.. I have always tried wheeling/manualing over things and it just doesn't work consistently.
Re: Wheelie control
Posted: Wed Mar 05, 2014 9:11 pm
by Boblob801
I can never seem to wheel tap a jump face very well. I'm no pro irl but it's not exactly a difficult thing.
Re: Wheelie control
Posted: Wed Mar 05, 2014 10:00 pm
by m121c
If I were to guess it I would have to say it would be to the lack of muscles, or the lack of control of the muscles at that. Irl you have to think how strong we really are + the amount of different muscles we have + the distribution of weight which all adds up to that wheelie. When you wheelie over something it's a combination of the bike's acceleration, the suspensions compressing/rebounding, and your muscles. Although it would be sweet to have in the game, I don't think its feasible.
There are just some things unfortunately that we can't simulate.
Re: Wheelie control
Posted: Wed Mar 05, 2014 10:06 pm
by Ddavis
I like how you go to wheelie a couple whoops in a whoop section and it comes up too fast and you hit the brakes and loop out faster. Can we fix that?
Re: Wheelie control
Posted: Thu Mar 06, 2014 12:40 am
by jlv
I think it's just one of those things that you have to actually feel instead of process visually. You can react much quicker to what you feel than what you see. The most I could do in the game would be to change the wheelie stopper so it allows a wheelie up to a predetermined angle instead of cutting the power once the front wheel isn't touching the ground.
Re: Wheelie control
Posted: Thu Mar 06, 2014 4:34 am
by checkerz
jlv wrote:I think it's just one of those things that you have to actually feel instead of process visually. You can react much quicker to what you feel than what you see. The most I could do in the game would be to change the wheelie stopper so it allows a wheelie up to a predetermined angle instead of cutting the power once the front wheel isn't touching the ground.
Is there a wheelie stopper even with stop wheelies off?
I do feel like something is off, because even leaving a take off it's pretty difficult off most face to really pull the front end sky high - maybe it's just because the window for error in real life feels huge but really is only a few inches too.
Controlling the wheelie is secondary, right now I feel like it's tougher than it should be to get into one. For things like dragon backs and whoops it would be so nice to really have some control over picking up and setting down the front end.
Re: Wheelie control
Posted: Thu Mar 06, 2014 11:52 am
by DJ99X
I reckon the traction is half the problem
Re: Wheelie control
Posted: Thu Mar 06, 2014 2:57 pm
by checkerz
DJ99X wrote:I reckon the traction is half the problem
I miss old DJ. Old DJ would upload a traction file with post to showcase his point.
New DJ no play sim. I no like new DJ.
Re: Wheelie control
Posted: Thu Mar 06, 2014 10:57 pm
by jlv
I missed the point with my first reply. For better controllability it'd need something like the stabilizer to help you. To just make the front wheel come up easier it would just need the center of mass moved back. The rider's center of mass is a bit too far forward right now.
Re: Wheelie control
Posted: Fri Mar 07, 2014 2:16 am
by checkerz
Something you'd be interested in tackling, or not really a can of worms you want to open?
Re: Wheelie control
Posted: Fri Mar 07, 2014 4:24 am
by jlv
I was just looking it over and it turns out it's not something I can adjust quickly. Every body in the simulation uses its center of mass as its origin, so when you move that you have to adjust everything that uses coordinates relative to that body's origin. That's not really a big problem, except the rider body has about 80 different things referencing it that'll need to be updated. That's a little more than I want to dig into right now. I'll take a shot at it once my models are done.
Re: Wheelie control
Posted: Fri Mar 07, 2014 11:05 pm
by m121c
Can we get a little sneak peek at these jlv?
