Dyno specific dimensions

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Dumbbelly29
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Posts: 339
Joined: Tue Apr 02, 2013 10:24 pm
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Dyno specific dimensions

Postby Dumbbelly29 » Mon Jun 04, 2018 11:56 pm

use real life data to change the pivot point locations of each dyno... so frame geo in game matches IRL... could be done with old dynos becoming legacy & new ones as v2 or something that sounds more cool/professional....

currently the only difference between 125/250f/450f is power and weight... whereas irl some bikes within a class (125/250etc) weigh different amounts, & have different frame geometry as standard making them stronger and weaker in different places on the track albeit minimal at times it is noticable...

would stop people running the same dyno *
would add more realism
*for modellers, would mean pivot points for bikes in game would match up to bikes in real life **

**would mean that models would only work on their brands dyno in game - otherwise pivot points may not match up correctly

i understand this would render all previous skins entirely obselete, hence the reason for the legacy and updated dynos so they can still be used, but any old models would need updating prior to be usable on new dynos most likely....

i can implement as proof of concept/prototype and getting implemented in game, i'm sure we have enough skilled people here to create stock models to the standard of those already existing & donate source files to be included with the game.
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Mr. Wiggles
Posts: 718
Joined: Sun Feb 08, 2015 6:41 pm
Team: MXGH/TGP

Re: Dyno specific dimensions

Postby Mr. Wiggles » Tue Jun 05, 2018 4:35 pm

This is neat
#mosthatedoneinmxsim


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