Directed at Jlv.
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stocksy129
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Re: Directed at Jlv.
That last .gif is a perfect example of what i mean. And no Phathry.. Just no.
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barrington314
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SMR 510RR
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Re: Directed at Jlv.
Amateur...


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barrington314
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Re: Directed at Jlv.
you da amateur. I did it like that on purpose because much large.
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supercross711
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Re: Directed at Jlv.
I hate how it feels like you are riding on concrete and how the dirt doesn't move at all really, i think attacker brought this up once but i think that would also help a lot problems. Like make it stick more, make the bumps and everything a little softer and smoother. Hard to explain but i think you get the idea.
Still a great game though JLV, but some more updates would be nice. It really hasn't changed at all since i bought it in 2011.
Still a great game though JLV, but some more updates would be nice. It really hasn't changed at all since i bought it in 2011.
P2sta wrote:Read it again, you are going full are going full 'meurican here.
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richy34
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Re: Directed at Jlv.
imagine how racing would be if it would be more consistent we would actually have more battles.
right now its just the one who falls less wins the race i agree to a point with this but i see the top dogs battle it out all the time and its never a race really just a test who can make less mistakes and not crash.
right now its just the one who falls less wins the race i agree to a point with this but i see the top dogs battle it out all the time and its never a race really just a test who can make less mistakes and not crash.
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jlv
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Re: Directed at Jlv.
I disagree with the idea that more traction will make people more consistent. More traction just raises the cornering speed and if anything you'll be less consistent at the higher speed. I can see the case for a more gradual loss of traction helping.
I do agree that I'd rather see a good battle on an easy track than a crash fest on a gnarly track.
I do agree that I'd rather see a good battle on an easy track than a crash fest on a gnarly track.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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tyskorn
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Re: Directed at Jlv.
YAASjlv wrote:II do agree that I'd rather see a good battle on an easy track than a crash fest on a gnarly track.
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stocksy129
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Re: Directed at Jlv.
I agree with everything here, but i wasn't really talking about traction at all. You could see what i have mentioned on this weeks track at RedBud particularly the section 6th turn going down that straight (just after the triple, left hander) that rough straight before the right hander. The back kicks so heavily i still think it needs more weight so it doesn't kick as much increasing constancy of racers and giving better racing in general less accidents.. I think you would also see less riders hugging the very edges trying to miss the sharpness of the braking bumps....jlv wrote:I disagree with the idea that more traction will make people more consistent. More traction just raises the cornering speed and if anything you'll be less consistent at the higher speed. I can see the case for a more gradual loss of traction helping.
I do agree that I'd rather see a good battle on an easy track than a crash fest on a gnarly track.
Also agreed tracks are great but can we make them more fun instead of hard as balls, i almost blew a van in my head concentrating so much for 30minutes
Perhaps releasing a snapshot with more weight or downforce for feedback on how it handles at all rider abilities and go from there?
Thanks.
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barrington314
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Re: Directed at Jlv.
The goofy weightless weirdo stuff happens on flat ground too. Not just rough sections.

Anyone remember watching Jones do backflips from a dead stop on flat ground all the time?

Anyone remember watching Jones do backflips from a dead stop on flat ground all the time?
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stocksy129
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Re: Directed at Jlv.
yes! Haha, that was funny as
What happened to him..?
And yeah it doesn't just happen on rough sections, really hope we can sort something out just play with it a little
And yeah it doesn't just happen on rough sections, really hope we can sort something out just play with it a little
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jlv
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Re: Directed at Jlv.
So you're saying just arbitrarily add weight to the back of the bike instead of using realistic numbers? I really doubt that will have a positive effect.stocksy129 wrote:Perhaps releasing a snapshot with more weight or downforce for feedback on how it handles at all rider abilities and go from there?
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
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SMR 510RR
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Re: Directed at Jlv.
JLV I think we all understand you point its just that something somewhere is off. I am sure you must have a theory, do you? Could it be that the ground has no "give" and that bounces the bike more than IRL? Similarly for the bikes, the collisions impact too hard and rebound the bikes apart too hard? The fact that the rider stays attached to the bike and acts as a whip to launch the bike?
Would there be a way to have a collision (both bike and tire) that had some softness built in? For example say it was a 1' sphere from 1' to 11" could be mild 11" to 10" could firm up a bit and 10" to 9" could be what we have now? I think that would improve the feel of the "dirt" and allow for some contact between bikes without sending someone flying.
Would there be a way to have a collision (both bike and tire) that had some softness built in? For example say it was a 1' sphere from 1' to 11" could be mild 11" to 10" could firm up a bit and 10" to 9" could be what we have now? I think that would improve the feel of the "dirt" and allow for some contact between bikes without sending someone flying.
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Phathry25
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Re: Directed at Jlv.
The collisions shapes for the bike and rider do account for a spring and damper. You can adjust these for offline use if you want to test a fix.
jlv wrote:Here's a picture of my nuts.
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attacker5
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Re: Directed at Jlv.
One thing id like to say, may be way off, but I think its important to keep in mind, that as far as I understand the physics that are programmed in are actual exact numbers. I believe this flying issue is nothing to do with weight, because more weight doesn't make something bounce less, it simply means there will be more energy on impact resulting in more energy bouncing it back up, aka, nothing changed, except adverse effects elsewhere on the riding. What you have to remember is that the rider is solidly connected to the bike, there is no flex. When the bike starts to swap down a hill in real life, you wont be yawing with it, your legs will follow the seat, adding force to straighten it out, and your body will still be inline with the track, usually. Also, if you were a rigid pole on the bike in real life and you were solidly connected with steel arms to the bars, and that swap down the hill happened, I have no issue believing that fakie to backflip is exactly what would of happened, assuming nothing snapped clean off. Its important to know that even though there is only one shock and a fork, the energy while riding in real life gets absorbed by much more than those two parts alone, not to mention the huge loss in energy through the ground.
Cheers
Cheers

