2009-12-11 snapshot

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jlv
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Re: 2009-12-11 snapshot

Post by jlv »

I botched that up (the post, it's correct in the game). It's 350 per spring, for a total of 1,110 lbs. So it's 3.2 G to bottom it out.
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LuizH
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Re: 2009-12-11 snapshot

Post by LuizH »

NIKK SPILLANE #244 wrote:ive never in my life of motocross seen someone do like 3 frontflip 360's when they crash.
alot more people will hate me now haha

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Re: 2009-12-11 snapshot

Post by NIKK SPILLANE #244 »

yeh luiz the bike didnt frontflips, but travis didnt. and this would happen like once in a blue moon?
and i meant by the frontflips, like the rider being glued to the bike.
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Re: 2009-12-11 snapshot

Post by Prologue »

jlv wrote:
Phathry25 wrote:I was just doing some testing, and I think it's still far too easy to bottom the forks. I had all of the fork sliders all the way to the right and I would still bottom out far too often.

Any insight on why this is?
I'm not sure. When it's bottomed out with .52 kg/mm springs and the oil 3 inches from the top, the spring + air force will be about 760 lbs (350 from the springs and 410 from the air). That means that when all the weight is on the front wheel, only 2.2 G of downforce will bottom it out, which does sound low. All I can think of is maybe in real life there is enough stiction in the fork to make a difference.

**edited to 3.3G**

The static force is important but I am betting the problem is in the compression damping. The valving systems in forks have different characteristics at different speeds (I know you know this, jlv). I don't know what the characteristics are that you have put in but it could be worth thinking about (max strength, shape of curve). A valving editor would sidestep this issue nicely - one that is able to adjust damping versus fork/shock travel speed and another versus stroke location. We could tune all that right out.
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Re: 2009-12-11 snapshot

Post by yomo »

How hard is it to get linkage ratios for all of the bikes? is it something freely available or something you need to research?

I also agree it is too easy to bottom out the front forks considering I have seen 2 mechanics and james stewart busting their asses just to get the holeshot button going
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Re: 2009-12-11 snapshot

Post by LuizH »

NIKK SPILLANE #244 wrote:yeh luiz the bike didnt frontflips, but travis didnt. and this would happen like once in a blue moon?
and i meant by the frontflips, like the rider being glued to the bike.
jlv about separate rider wrote:This is getting a lot higher on my priority list now that the shaders are mostly done. I'm not going to give a date or anything but it's definitely near the top of the list now.
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Re: 2009-12-11 snapshot

Post by jhdm17 »

eem i know this may sound nooby but where exactly do you save this file? i cant find the mx.exe one on windows vista btw :)

thanks for the updfate will be awesopme when i set it up :)
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Re: 2009-12-11 snapshot

Post by yomo »

If you haven't already check out the FAQ - http://mxsimulator.com/benchracing3/vie ... f=1&t=1212
If you still have problems post in the FAQ thread and someone should help you out.
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Re: 2009-12-11 snapshot

Post by TeamHavocRacing »

Duckstream wrote:nikk.. your a dumbass... you got those two games and you think untamed has realism... hmm let me think, you cant just ride mxs that means you cant be realistic... hush, the legs COMES out in corner if you go around 20... (irl if you go like 80 to turn you probably wont even make it..)
Also the whips are real, IF YOU CAN DO THEM... you have to learn how to ride in mxs to make it interesting, that's the good part, untamed (all mxvsatv series) is like riding a bike, too fucking easy... maybe that its hard at the beginning, but lol its lame...

Too many arcade type games out there...lol. Reflex is closer to a sim than all the other MVA games. The average gamer today hasn't tried a "real" simulator. Try Grand Prix Legends and then say how Gran Turismo rules...(sorry, I AM a GT fan,but its not a real sim) P.S. GPL is 12yrs old...he he. Mx Simulator is a niche and not rushed to market by big name game publishers. JLV is a risk-taking genuis pimp who showed us the difference. I'd pay to have this title kept in the niche market. Please don't ever let soulless exec's get their hands on this code!!! MxSim code would translate VERY easily into a MotoGP sim since the physics are real-world Newtonian based. Real dirtbikers get it! (Hint to JLV) ...I would pay another 42 bucks for RoadraceSim. ;)
jlv wrote:If it weren't for Havoc I'd have been arguing with the 12 year olds by myself.
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Re: 2009-12-11 snapshot

Post by jlv »

Prologue wrote:The static force is important but I am betting the problem is in the compression damping. The valving systems in forks have different characteristics at different speeds (I know you know this, jlv). I don't know what the characteristics are that you have put in but it could be worth thinking about (max strength, shape of curve). A valving editor would sidestep this issue nicely - one that is able to adjust damping versus fork/shock travel speed and another versus stroke location. We could tune all that right out.
Actually, the fork dynos I've seen tend to be pretty linear. Here's a KTM 250 SXF dyno from MX Tech. Positive velocity is compression.

Image

The only position sensitive damping most forks have is the bottom out circuit which is only for the last inch or so.
yomo wrote:How hard is it to get linkage ratios for all of the bikes? is it something freely available or something you need to research?

I also agree it is too easy to bottom out the front forks considering I have seen 2 mechanics and james stewart busting their asses just to get the holeshot button going
You can take a pretty good guess on the link rate from a good photograph. You would need to know the exact lengths and pivot locations for each link.

The holeshot device isn't a good analogy. It will take about 350 lbs of force to compress the fork halfway, so it's no wonder they would need big James to help. Your body weight is pretty small compared to the forces generated while riding.
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Re: 2009-12-11 snapshot

Post by ddmx »

I just launched a 60ft triple in first gear, (overjumped it actually) with -2, -2 gearing settings. I'm still in amazement to this day why this is possible. In real life I dont think this could ever be possible. Shed some light.
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Re: 2009-12-11 snapshot

Post by VMX_SKYmx99 »

you would want to set the rear sproket to +2. You go up on the rear and down on the front for more low end.
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Re: 2009-12-11 snapshot

Post by ddmx »

Alright, yeah. With -2 +2 I landed perfectly on the downside of a 60ft triple... :roll: irl My crf250 would go about...eh...maybe 25 feet in first gear pinned on the perfect jump face. Maybe with a 4 tooth front and a 8 tooth rear i could launch it, but i'd probably stall out while trying to get going.
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Re: 2009-12-11 snapshot

Post by VMX_SKYmx99 »

yeah, you wouldn't make it far. Even if you did, you would be nose down and holding on for your life. lol
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Re: 2009-12-11 snapshot

Post by jlv »

It's not first gear pinned that matters. It's first gear at maximum RPMs. We had this discussion a long time ago. I think DJ calculated the maximum first gear jump would be over 100 feet. That would be on the rev limiter off a 45 degree ramp.

25 feet is a little more than 3 bike lengths. I know I've done more than that on my 125 in first gear.
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