Realistic Bike Mass and Geometry

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ShackAttack12
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Realistic Bike Mass and Geometry

Post by ShackAttack12 »

Just like each bike uses a realistic dyno and gear ratios, I'd like to see each bike have realistic bike mass and geometry instead of them all sharing the same configuration by class. This would make each bike handle uniquely and would add to the equation of selecting a bike to ride. I understand that to do this properly, each bike's CG would have to be determined, and even furthermore each bike's individual parts would need to be weighed, but i think we can used the common part weights (things like wheels, etc) across all bikes.

1. 2016 bike weights:

Image

Image

2. 2016 Chassis Info

Image

3. Chassis Tuning Ideas
-Ability to adjust wheelbase by sliding rear tire +/- 25.4mm(1") or so
-Ability to adjust steering angle? Maybe +/- 0.5 degrees?
ShackAttack12
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mxsrider96
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Re: Realistic Bike Mass and Geometry

Post by mxsrider96 »

This would be great, as long as it would really make people ride different bikes, and not just the fastest bike
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checkerz
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Re: Realistic Bike Mass and Geometry

Post by checkerz »

mxsrider96 wrote:This would be great, as long as it would really make people ride different bikes, and not just the fastest bike
Looks like it'd highlight the problem to me. The fastest are also the lightest :(
ShackAttack12
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Re: Realistic Bike Mass and Geometry

Post by ShackAttack12 »

Here are the weights that are currently used, as per JLV.
jlv wrote:Here are the weights the game currently uses. Not sure if different masses for every single bike is a good idea or not. Might be hard to keep the numbers up to date as new bikes come out.

Code: Select all

Poundage                        YZ125   CRF250R KX250   CRF450R
Weight, ready to ride, no gas   200.00  215.00  225.00  231.00
Engine                          38.00   54.00   55.00   63.00
Frame                           18.80   21.76   24.20   22.36
Swingarm pivot bolt             0.60    0.58    0.56    0.58
Swingarm with chain guide       9.40    8.70    10.76   8.60
Front wheel                     17.30   17.16   17.30   17.10
Rear wheel                      24.78   22.96   25.02   23.78
Fork                            19.96   19.28   20.74   19.30
Shock                           8.22    8.98    8.46    9.06
Muffler                         2.42    4.08    2.42    5.32
Pipe/header                     3.76    1.54    5.54    1.18
Carburetor with throttle        2.16    3.62    2.50    3.40
Front brake                     2.96    2.56    2.64    2.56
Rear brake                      3.32    2.70    3.44    2.72
Chain                           3.38    3.46    3.46    3.48
Front axle                      0.75    0.66    0.74    0.66
Rear axle                       1.24    1.28    1.20    1.28
Total                           157.04  173.32  183.98  184.38
Remainder of bike               42.96   41.68   41.02   46.62
ShackAttack12
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checkerz
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Re: Realistic Bike Mass and Geometry

Post by checkerz »

Bikes are already too fast. Take off the weight and make things even worse. Building anything remotely realistic is harder than ever. I'd hate to see it made worse.
ShackAttack12
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Re: Realistic Bike Mass and Geometry

Post by ShackAttack12 »

checkerz wrote:Bikes are already too fast. Take off the weight and make things even worse. Building anything remotely realistic is harder than ever. I'd hate to see it made worse.
I agree with the bikes being too fast, but i think it also has to do with the traction we use.
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mxsrider96
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Re: Realistic Bike Mass and Geometry

Post by mxsrider96 »

Could nerfing the bikes as they are currently then dropping the weight help?
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checkerz
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Re: Realistic Bike Mass and Geometry

Post by checkerz »

ShackAttack12 wrote:
checkerz wrote:Bikes are already too fast. Take off the weight and make things even worse. Building anything remotely realistic is harder than ever. I'd hate to see it made worse.
I agree with the bikes being too fast, but i think it also has to do with the traction we use.
It is one piece. But take away traction and watch 14 pages of bitching begin.

Also factor in if you watch any IRL gopro, you rarely hear a 450 wide open and even when you do it's for a quick burst. In this game, you're wide open A LOT.

I'm saying the bikes honestly need all slowed down if we really want the game to progress.
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Re: Realistic Bike Mass and Geometry

Post by ShackAttack12 »

checkerz wrote:
ShackAttack12 wrote:
checkerz wrote:Bikes are already too fast. Take off the weight and make things even worse. Building anything remotely realistic is harder than ever. I'd hate to see it made worse.
I agree with the bikes being too fast, but i think it also has to do with the traction we use.
It is one piece. But take away traction and watch 14 pages of bitching begin.

Also factor in if you watch any IRL gopro, you rarely hear a 450 wide open and even when you do it's for a quick burst. In this game, you're wide open A LOT.

I'm saying the bikes honestly need all slowed down if we really want the game to progress.
I sort of agree with you. However, I feel like simply nerfing the bikes would just impose more of a WFO style of gameplay. What really needs to happen is there should be a larger penalty for crashing hard so as to discourage insane lines and huge risks. The falloff threshold is currently set at 43g's, which is INSANE! NASA's "Eyeballs-out" limit is 46g's. This is why we can get away with hugely overscaled tracks. I feel like JLV is being squeezed further and further in the direction of allowing players to get away with more and more.
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onefoureight
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Re: Realistic Bike Mass and Geometry

Post by onefoureight »

You can hit every line Sx line as we do in sim irl, as chex said you rarely hear the 450s full throttle. But could you imagine if someone like JS7 or Poto gained some magical ability as to where they never got hurt.

They'd be sending 4-5s on the dailyyy.

The thing that makes it so easy to do these big lines is the way the tracks are built, the game itself is only a bike and a stabilizer, you guys need to determine how you're gonna slow down the game. Not JLV.

Your only bet on slowing down the tracks is to build them as to where it's impossible to send big lines, make the jumps smaller and not as lipped.

You could also roughen up the tracks a LOT more, make SX gnar.
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ShackAttack12
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Re: Realistic Bike Mass and Geometry

Post by ShackAttack12 »

onefoureight wrote:You can hit every line Sx line as we do in sim irl, as chex said you rarely hear the 450s full throttle. But could you imagine if someone like JS7 or Poto gained some magical ability as to where they never got hurt.

They'd be sending 4-5s on the dailyyy.

The thing that makes it so easy to do these big lines is the way the tracks are built, the game itself is only a bike and a stabilizer, you guys need to determine how you're gonna slow down the game. Not JLV.

Your only bet on slowing down the tracks is to build them as to where it's impossible to send big lines, make the jumps smaller and not as lipped.

You could also roughen up the tracks a LOT more, make SX gnar.
Definitely also true. The Redwood 1:1 Scale supercross track is the best example of how 1:1 can work properly in this game. You can send some quads and stuff, but its really challenging to do so, and you have to be very precise with your line choices.

http://forum.mxsimulator.com/viewtopic. ... 2&p=413044
ShackAttack12
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Ktmrdr11
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Re: Realistic Bike Mass and Geometry

Post by Ktmrdr11 »

Would be nice to see the chassis stuff in game might even make each bike have its perks as to shock travel and such.
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Re: Realistic Bike Mass and Geometry

Post by onefoureight »

ShackAttack12 wrote:
onefoureight wrote:You can hit every line Sx line as we do in sim irl, as chex said you rarely hear the 450s full throttle. But could you imagine if someone like JS7 or Poto gained some magical ability as to where they never got hurt.

They'd be sending 4-5s on the dailyyy.

The thing that makes it so easy to do these big lines is the way the tracks are built, the game itself is only a bike and a stabilizer, you guys need to determine how you're gonna slow down the game. Not JLV.

Your only bet on slowing down the tracks is to build them as to where it's impossible to send big lines, make the jumps smaller and not as lipped.

You could also roughen up the tracks a LOT more, make SX gnar.
Definitely also true. The Redwood 1:1 Scale supercross track is the best example of how 1:1 can work properly in this game. You can send some quads and stuff, but its really challenging to do so, and you have to be very precise with your line choices.

http://forum.mxsimulator.com/viewtopic. ... 2&p=413044
That track is so sick, i played it for like 20 minutes.

I'd race rF if it was like that but wider.
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Ktmrdr11
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Re: Realistic Bike Mass and Geometry

Post by Ktmrdr11 »

No you would race rf is you could remember what time it was......
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Re: Realistic Bike Mass and Geometry

Post by onefoureight »

Ktmrdr11 wrote:No you would race rf is you could remember what time it was......
That too hahahahahahaha
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