2010-06-14 snapshot

Post anything about MX Simulator here. Please. I'm begging you.
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jlv
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Re: 2010-06-14 snapshot

Post by jlv »

That definitely needs fixing. Guess I'll have to look at both force and relative velocity to get it completely right.
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Axle McOctane
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Re: 2010-06-14 snapshot

Post by Axle McOctane »

The effect of sitting when casing/over-jumping is seriously messing up your back by compressing your vertebrae, and breaking ribs on the handlebars.

I don't want to be a negative nancy about the recent snapshots, because I do think they are big steps in the right direction, and the programming involved is way above and beyond my computer comprehension. However, I'd like to cast in my vote/plea to increase the velocity at which the rider crashes. Maybe it's because I run a soft rear shock, but I've crashed while riding stock tracks when I landed in the designated landing areas. They weren't even a case/overshoot at all. Ridge Riders and Budds Creek specifically have sections where this happens a lot.
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Re: 2010-06-14 snapshot

Post by TeamHavocRacing »

Keep up the great work JLV! I like the evolution but, some easy landings end up being get-offs. Please don't add "saves" then it'll end up becoming Reflex(no hard feelings).
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Re: 2010-06-14 snapshot

Post by ddmx »

Axle McOctane wrote:The effect of sitting when casing/over-jumping is seriously messing up your back by compressing your vertebrae, and breaking ribs on the handlebars.

I don't want to be a negative nancy about the recent snapshots, because I do think they are big steps in the right direction, and the programming involved is way above and beyond my computer comprehension. However, I'd like to cast in my vote/plea to increase the velocity at which the rider crashes. Maybe it's because I run a soft rear shock, but I've crashed while riding stock tracks when I landed in the designated landing areas. They weren't even a case/overshoot at all. Ridge Riders and Budds Creek specifically have sections where this happens a lot.
Were you jumping realistically. I know spots on those tracks where some unrealistic things could be done.
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Re: 2010-06-14 snapshot

Post by knapp21 »

I do agree with Mcoctane that the force should be set higher to make you fall off. I've jumped some things and landed a tiny bit long and fell right off. Some jumps that could have been landed in real life forsure. This snapshot takes alot of getting used to.
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Jake_413
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Re: 2010-06-14 snapshot

Post by Jake_413 »

i know your fixing things but i thought id share this with you haha sorry for the lag..

http://www.mediafire.com/?ngyte4010zz
again sorry for the lag, note i didnt hit him hard at all.
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mikez#411
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Re: 2010-06-14 snapshot

Post by mikez#411 »

Jake_413 wrote:i know your fixing things but i thought id share this with you haha sorry for the lag..

http://www.mediafire.com/?ngyte4010zz
again sorry for the lag, note i didnt hit him hard at all.
ahahah, same thing happend between me and some1 else, cant remember who, I crashed, he hit me and he was flying away instead of me:D
was fun to see:P
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Re: 2010-06-14 snapshot

Post by JB323 »

Would it be possible to let track makers edit the rider fall off level/force ?

like for example, track "1" has lots of bigger jumps compared to track "2"


Could we set the force limit on track 1 higher then the default ? just maybe have a command to multiply it by "x" I think this could kinda help newer tracks.
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Re: 2010-06-14 snapshot

Post by ShackAttack12 »

To all of you complaining about the sensitivity of the casing.....

30ft/sec is like dropping straight off of a 32 foot tall object to ground (this fall will equal 1 second). I'd like to see any of you do that with your dirtbike and stay on the bike..... and keep in mind, this would be the BEST SCENARIO for the casing, because it is on flat level surface.

Also, another thing to keep in mind...... the more momentum you have, the less force you will have against flat,level ground.... this is because your net force will not be pointed straight at the ground, but rather at an angle to the ground, and some of the force will be absorbed through momentum.
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Re: 2010-06-14 snapshot

Post by TeamHavocRacing »

Thats great Champ but, on simple landings it still wrecks you.
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Re: 2010-06-14 snapshot

Post by Prologue »

ShackAttack12 wrote:To all of you complaining about the sensitivity of the casing.....

30ft/sec is like dropping straight off of a 32 foot tall object to ground (this fall will equal 1 second). I'd like to see any of you do that with your dirtbike and stay on the bike..... and keep in mind, this would be the BEST SCENARIO for the casing, because it is on flat level surface.

Also, another thing to keep in mind...... the more momentum you have, the less force you will have against flat,level ground.... this is because your net force will not be pointed straight at the ground, but rather at an angle to the ground, and some of the force will be absorbed through momentum.
*Physics police* it takes one second to fall 16 feet from a stand still (you basically have to average the initial speed 0 and the final speed 32 to get the average speed, (32+0)/2=16, and average speed times how long you go is how far you go (when you have constant acceleration). But you are right that you will be going 32 ft/s after a one second fall, but it would only be a 16 ft drop - still pretty big.

Also, the force will always be straight down on the ground unless you are braking or on the gas (or engine braking). I think people like to say that a landing is not as bad when you land with the gas on but this is probably because the chain is being pulled on directed slightly downward, this will put a torque that pulls down on the swingarm (stiffening suspension in effect, I bet this isn't simulated in MXS). A technique that might help in MXS is to land with the gas on and slightly on the back wheel, this will ease the bike down a little more by countering the force that pulls it down with a sort of 'wheelie-ing force' and increasing the time it takes to fully absorb the downward momentum (decreasing the force on the bike/rider). Of course this should also work if you were on the front wheel but braking, but it seems to back fire in that situation so...
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Mbutler183
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Re: 2010-06-14 snapshot

Post by Mbutler183 »

Okay, so i was having mxs problems, dj suggested that i try going back a snapshot, so i tried the 06-02 and i no longer have offset problems.
Seems like for me their is a huge offset problem with this snapshot, any ideas as to why that may be?
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Re: 2010-06-14 snapshot

Post by jlv »

Does /bbopt 0 make it go away?
Prologue wrote:*Physics police* it takes one second to fall 16 feet from a stand still (you basically have to average the initial speed 0 and the final speed 32 to get the average speed, (32+0)/2=16, and average speed times how long you go is how far you go (when you have constant acceleration). But you are right that you will be going 32 ft/s after a one second fall, but it would only be a 16 ft drop - still pretty big.
The suspension smooths the deceleration out enough that in practice it takes about a 25 foot drop to reach a 30 ft/s difference between the rider and bike.
mxer323 wrote:Would it be possible to let track makers edit the rider fall off level/force ?

like for example, track "1" has lots of bigger jumps compared to track "2"


Could we set the force limit on track 1 higher then the default ? just maybe have a command to multiply it by "x" I think this could kinda help newer tracks.
I thought about it for old tracks like waterloo. For new tracks I'd say you should make good transitions to land on. You can still hit the normal lines at waterloo, but I imagine it would be hard for a newbie.
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Mbutler183
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Re: 2010-06-14 snapshot

Post by Mbutler183 »

Nope, the /bbopt commands did nothing for me whilst running that snapshot
jlv
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Re: 2010-06-14 snapshot

Post by jlv »

Did you ever try setting it to 0? I'm curious if there's a bug in it that's causing the lag. 0 will disable the optimization.
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