Correct. And as the bikes get faster, tripling in or quading in or going 4 or 5 in the middle becomes easier. Yet, track size/scale can only be changed so much. We can go larger, but not only does spacing get bigger between jumps but so does the run-up into the jumps so it doesn't really change anything other than make it more unrealistic. We can go smaller, in spacing to reduce run-up and space to get a run between jumps, but then the distance needed to jump 4 or 5 is also smaller. We can go lower on height, but then you lose realism of SX feel and increase speed you can carry over a jump and reduce the amount of speed lost on landing allowing you to jump further at the middle/end of sections. You can go taller on height, but then you have a bigger launch ramp to jump further.Wilson156 wrote: Also finding a happy medium between 250's being able to do the triple ins and 450s not being able to jump half the rhythm is probably pretty hard in sim.
We didn't accidentally land on the scaling that we're using. It was a combination of realism of feel and rhythms as well as race-ability with 20 riders. Now, we're once again testing and trying things like we do every off season prior to building the replicas, but we have way more data and experience with this stuff than you can imagine and it absolutely becomes harder and harder everytime the bikes are made better and better.
So, I've pointed out (in my opinion) a huge negative to going to these real weights. The one positive is variation of bike feel. I wouldn't mind seeing that if it were instead scaled around the current weight of the in game bike and not dropping the weight of everything. I also find it a negative to give the bike that is already fastest also the lightest weight. If you're goal is more variation about what bike to choose, this goes completely against that.
I agree that is not the way to go and should only be a last resort in very specific situations.Wilson156 wrote:Theres always the invisible walls where if you try to go to big you clip the wall and crash but i doubt thats what we'd want to see in rhythms
Playing with jump and berm shape and traction (both drag and slickness) are much better solutions and something we're currently exploring.