jlv wrote:ShackAttack12 wrote:You see, the terrain is so fricken smooth in MXS that track creators then have to compensate with unrealistic friction to allow the bike to lean over. If we had realistic ruts (and MXS physics allowed the bike to stick in the rut), we wouldn't need unrealistic friction numbers, and you'd have to pick your lines better. What a concept!
I'm not so sure about that. Tiny ruts are extremely difficult even in real life where you can feel them. A lot of the reason to use high friction is to let you save it when you over/undershoot a rut.
Slippery is just harder in general. More realistic but more frustrating.
I totally understand the strategy of using higher friction to make things easier. However, I feel like the community is slowly squeezing realism out of this game (Suspension,etc), and has completely removed the traction element from the racing experience. I'd be fine with friction that was slightly higher than real life (maybe 0.9 or so), but >1.1 friction is just ludicrous to me. It's like riding on super smooth asphalt tracks.
A good part of motocross is throttle control, and in some cases you may want a lot of tire spin, but it really depends on the terrain. If you're riding on a hard packed track, you can't just hold the throttle pinned everywhere or else you'll be flat on your ass!
In real life, front end traction is constantly on my mind when riding, especially in flat corners and especially on dry days. In fact, i'm probably about 75% more worried about the front end than the back end in terms of traction. With realistic friction settings in MXS, i find myself doing the exact same thing, and even change my lines in order to find a rut or use a berm instead or round out the turn and flat track it.