halfmile

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halfmile

Postby jlv » Fri Mar 04, 2011 6:39 am

Here's my old half mile Phat. It's so old the terrain isn't a png!

http://mxsimulator.com/tracks/halfmile.zip
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Re: halfmile

Postby Mikey » Fri Mar 04, 2011 7:08 am

This thing is sweet, perfect tile map decals!
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Re: halfmile

Postby cuzmxer544 » Fri Mar 04, 2011 2:56 pm

this needs to be on one of the servers

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Re: halfmile

Postby ShackAttack12 » Fri Mar 04, 2011 3:38 pm

We were talking on ventrillo about having a circle track series after supercross is over. I think it would be crazy fun with a group of good riders.
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Re: halfmile

Postby Phathry25 » Fri Mar 04, 2011 3:42 pm

ShackAttack12 wrote:I think it would be crazy fun with a group of good riders.


Where can you find a group of good riders in MXS though? I'm working on a track this morning, but I'm struggling with the traction, can't get anything that feels decent. :(


Thanks for posting this JLV. :)

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Re: halfmile

Postby ShackAttack12 » Fri Mar 04, 2011 3:44 pm

Phathry25 wrote:
ShackAttack12 wrote:I think it would be crazy fun with a group of good riders.


Where can you find a group of good riders in MXS though? I'm working on a track this morning, but I'm struggling with the traction, can't get anything that feels decent. :(


Thanks for posting this JLV. :)


Honestly, i think the stock traction would be fun. Going around 75% of the track with the back end sliding out would be fun as hell.
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Re: halfmile

Postby Phathry25 » Fri Mar 04, 2011 3:48 pm

I think stock is close, but I'm trying to create a groove type feeling and if you get off of that have it be a little loamier so you can still pin it and keep pace. I struggle with feeling how slight changes effect the bike, and if I make big changes it becomes un-rideable.

We need a dev version of MXS that displays each wheels slip rate, and friction coefficient, that would be dope. I got my hands on a dev copy of rFactor in the day when I was working on mods for it, helped me 1,000,000x over to understand what exactly was happening and how to change it to suit my needs.

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Re: halfmile

Postby ShackAttack12 » Fri Mar 04, 2011 4:43 pm

Phathry25 wrote:I think stock is close, but I'm trying to create a groove type feeling and if you get off of that have it be a little loamier so you can still pin it and keep pace. I struggle with feeling how slight changes effect the bike, and if I make big changes it becomes un-rideable.

We need a dev version of MXS that displays each wheels slip rate, and friction coefficient, that would be dope. I got my hands on a dev copy of rFactor in the day when I was working on mods for it, helped me 1,000,000x over to understand what exactly was happening and how to change it to suit my needs.


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Re: halfmile

Postby Phathry25 » Fri Mar 04, 2011 4:58 pm

I'm not talking about being able to edit anything that we can't already. Just being able to display the forces acting on the bike. You can do it in LFS, why not MXS. :)

On a side note, I hate editing tracks, I do tons of work, then flake on hitting the old "s" key.... :oops:

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Re: halfmile

Postby Shadow » Fri Mar 04, 2011 5:09 pm

Phathry25 wrote:I think stock is close, but I'm trying to create a groove type feeling and if you get off of that have it be a little loamier so you can still pin it and keep pace. I struggle with feeling how slight changes effect the bike, and if I make big changes it becomes un-rideable.

We need a dev version of MXS that displays each wheels slip rate, and friction coefficient, that would be dope. I got my hands on a dev copy of rFactor in the day when I was working on mods for it, helped me 1,000,000x over to understand what exactly was happening and how to change it to suit my needs.


Have you tried keeping a fairly good traction at low speeds but drop it for the higher speeds, then with the assbackwards rolling resistance, I got a pretty fun tileinfo setting which enabled good back end slides. :D
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Re: halfmile

Postby jlv » Sat Mar 05, 2011 3:54 am

Phathry25 wrote:I think stock is close, but I'm trying to create a groove type feeling and if you get off of that have it be a little loamier so you can still pin it and keep pace. I struggle with feeling how slight changes effect the bike, and if I make big changes it becomes un-rideable.

We need a dev version of MXS that displays each wheels slip rate, and friction coefficient, that would be dope. I got my hands on a dev copy of rFactor in the day when I was working on mods for it, helped me 1,000,000x over to understand what exactly was happening and how to change it to suit my needs.


For blue groove the sliding friction should be lower than the static friction. Something like this:

friction 1.0 6.0
friction 0.8 8.0
roll_resist 5.0 15.0 10.0

For a cushion you want to go the other way, higher sliding friction and more drag -

friction 0.9 1.0
friction 1.0 6.0
friction 1.5 64.0
roll_resist 15.0 25.0 10.0
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Re: halfmile

Postby GoPro HD » Sat Mar 05, 2011 4:49 pm

Oh my JLV! This is the funnest track ever! Just out of curiosity what lap times are you guys getting? I have been running the 20-21 range.

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Re: halfmile

Postby Cody Darr » Mon Mar 07, 2011 5:13 am

This is sweet we should get a couple of these a flat 1/2, JLV's half mile, a 1/4 mile and maybe even a 3/8 short track with a little bank and make series it would be so sick to have a bunch of battles every race
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Re: halfmile

Postby Wahlamt » Mon Mar 07, 2011 9:35 am

5th gear pinned all lap around ... ... ...

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Re: halfmile

Postby GoPro HD » Mon Mar 07, 2011 2:18 pm

If we are doing a series for these tracks count me in. I would say I have a pretty dang fast lap here and I am very consistent.


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