Collisions

Post your suggestions here
User avatar
DirtRacer02
Crushed Dissenter
Posts: 53
Joined: Wed May 03, 2017 4:21 pm
Location: On the edge

Collisions

Postby DirtRacer02 » Wed May 10, 2017 3:32 am

After watching this and thinking about how it would turn out in sim I wanted to know if we can update collisions. You see as Osborne hits Savatgy he turns down and rides away right? Well with how the collisions in this game are it seems to me as if you did that in this game you would get front end lock and crash. Is there a way we can fix this or at least make it a bit more realistic? It seems to me as the older snapshots were better when it comes to passes like this. Is this true and if so have you thought about changing it back?

USABMXER1
Posts: 749
Joined: Sat Mar 28, 2015 2:49 am
Team: Insight Designs Co.
Location: Fort Wayne, Indiana
Contact:

Re: Collisions

Postby USABMXER1 » Wed May 10, 2017 3:21 pm

The front end lock was created so that we couldn't straight up punt somebody when we get mad without killing ourselves now as well. But you can still clean somebody worse than Osborne cleaned Savatgy it's just very rare and hard to do that because of front end lock.

User avatar
DirtRacer02
Crushed Dissenter
Posts: 53
Joined: Wed May 03, 2017 4:21 pm
Location: On the edge

Re: Collisions

Postby DirtRacer02 » Wed May 10, 2017 3:47 pm

USABMXER1 wrote:The front end lock was created so that we couldn't straight up punt somebody when we get mad without killing ourselves now as well. But you can still clean somebody worse than Osborne cleaned Savatgy it's just very rare and hard to do that because of front end lock.

I feel like it should be a little easier to do a take out like Osborne did tho, That would be realistic imo

User avatar
sethiemeboi
Posts: 547
Joined: Fri Jul 03, 2015 5:17 pm
Team: VlastMX
Location: Right Behind You....
Contact:

Re: Collisions

Postby sethiemeboi » Wed May 10, 2017 6:39 pm

why doesn't jlv just make it to where you fall off when you hit another person when going too fast, so punting wouldn't be as fun for the goons
Image

USABMXER1
Posts: 749
Joined: Sat Mar 28, 2015 2:49 am
Team: Insight Designs Co.
Location: Fort Wayne, Indiana
Contact:

Re: Collisions

Postby USABMXER1 » Wed May 10, 2017 7:22 pm

sethiemeboi wrote:why doesn't jlv just make it to where you fall off when you hit another person when going too fast, so punting wouldn't be as fun for the goons

But Seth, the goons will still break check going 5th tapped in Monster Ally when battling for 3rd in an LCQ.

User avatar
sethiemeboi
Posts: 547
Joined: Fri Jul 03, 2015 5:17 pm
Team: VlastMX
Location: Right Behind You....
Contact:

Re: Collisions

Postby sethiemeboi » Wed May 10, 2017 9:37 pm

USABMXER1 wrote:
sethiemeboi wrote:why doesn't jlv just make it to where you fall off when you hit another person when going too fast, so punting wouldn't be as fun for the goons

But Seth, the goons will still break check going 5th tapped in Monster Ally when battling for 3rd in an LCQ.


how about this: we make front wheel lock NOT happen when you hit somebody at low speeds, but anything above that would engage it
Image

jlv
Site Admin
Posts: 12169
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Collisions

Postby jlv » Thu May 11, 2017 1:48 am

Actually, block passes are usually low speed for both riders. As for the original point, that Osborne pass is going to be more reliable with stabilizer lock (I'm calling it stabilizer lock because the steering is *not* locked). Before stabilizer lock you'd get dragged down by the outside rider 9 out of 10 times. The stabilizer reacts so quickly it makes block passes not work.

I do agree the stabilization should ramp up more quickly. Going to do that in a future update. I admit I left it too strict in hopes that people would stop creating pileups by tripling into a crowd on lap 1, but I give up. There's no stopping that and the extra tip overs caused by the slow stabilizer ramp up probably cause even more pileups.
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.

User avatar
DirtRacer02
Crushed Dissenter
Posts: 53
Joined: Wed May 03, 2017 4:21 pm
Location: On the edge

Re: Collisions

Postby DirtRacer02 » Thu May 11, 2017 3:55 am

jlv wrote:Actually, block passes are usually low speed for both riders. As for the original point, that Osborne pass is going to be more reliable with stabilizer lock (I'm calling it stabilizer lock because the steering is *not* locked). Before stabilizer lock you'd get dragged down by the outside rider 9 out of 10 times. The stabilizer reacts so quickly it makes block passes not work.

I do agree the stabilization should ramp up more quickly. Going to do that in a future update. I admit I left it too strict in hopes that people would stop creating pileups by tripling into a crowd on lap 1, but I give up. There's no stopping that and the extra tip overs caused by the slow stabilizer ramp up probably cause even more pileups.

How do you plan on fixing this? By putting it back to the way it was in 1.10 or trying something new? Or Like maybe making the stabilizer half of what it is or last half has long?

User avatar
sethiemeboi
Posts: 547
Joined: Fri Jul 03, 2015 5:17 pm
Team: VlastMX
Location: Right Behind You....
Contact:

Re: Collisions

Postby sethiemeboi » Thu May 11, 2017 6:20 am

DirtRacer02 wrote:
jlv wrote:Actually, block passes are usually low speed for both riders. As for the original point, that Osborne pass is going to be more reliable with stabilizer lock (I'm calling it stabilizer lock because the steering is *not* locked). Before stabilizer lock you'd get dragged down by the outside rider 9 out of 10 times. The stabilizer reacts so quickly it makes block passes not work.

I do agree the stabilization should ramp up more quickly. Going to do that in a future update. I admit I left it too strict in hopes that people would stop creating pileups by tripling into a crowd on lap 1, but I give up. There's no stopping that and the extra tip overs caused by the slow stabilizer ramp up probably cause even more pileups.

How do you plan on fixing this? By putting it back to the way it was in 1.10 or trying something new? Or Like maybe making the stabilizer half of what it is or last half has long?

i think the stabilizer shouldn't be as powerful so it just kinda throws you off enough to let the guy your trying to block pass get some breathing room, instead of putting you in the dirt.
Image

jlv
Site Admin
Posts: 12169
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: Collisions

Postby jlv » Fri May 12, 2017 1:55 am

Probably going to speed up the stabilizer ramp up after contact by around 25%. If it's not enough I can always speed it up more.
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.


Return to “Suggestion Box”

Who is online

Users browsing this forum: No registered users and 2 guests