wakestyle21 wrote:I still think we need separate models/skins for each piece so we can have different combinations without making a bunch of different complete skins to acomplish it. I think the same should be done for the bike. Notice how eskwaad had to make a bunch of different skins for the wheels...it would be a lot better if he could just make a rim skin of each color, a hub skin of each color, and a tire skin of each style, then people could mix and match the pieces to make the wheels they want.
I agree totally. It would be cool if the rider were broken up into pants/jersey/gloves, boots, chest protector, helmet, goggles. Maybe even a skin color?
And is it possible to make a selection of the rider model. For this, it would eliminate scrolling through 50 different skins for all the models, you would just narrow it down to one. I hate scrolling through all the skins, missing the one i want, and having to scroll through again. Im sure im not the only one that has had this problem.
Guys. if you separate all the parts on the rider, you will end up with the original rider, a stick person. If you separate parts on the bike and wheels, then there are too many calculations that will need to be made.
No because the old model had different meshes for lower and upper arms and legs. Seriously do you not see the advantages of being able to pick specific pieces of gear?
DJ wrote:Guys. if you separate all the parts on the rider, you will end up with the original rider, a stick person. If you separate parts on the bike and wheels, then there are too many calculations that will need to be made.
Actually you could redraw for each part with the same bones and it would work. It just wouldn't be very efficient.
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.
i would like to be able to map the camera controls seperately to the keyboard. Right now the cameras are controlled by my 360 controller, which is nice, but it doesnt work the best. The joysticks are extremely sensitive so the camera never remains still. (i use my right analog stick to shift so my camera is always floating left or right and up or down). it never really bothered me but now when im spectating a race online and i switch views to the 3rd person mode locked on a rider my camera will usually raise itself a bunch or lower itself. wouldnt really matter but i can never get it centered again and when the next race starts my camera is all messed up in my 3rd person view and stuck that way. so it would be nice to map the camera buttons to whatever. also when i make videos this would come in handy too. not really a big deal but it woudl be nice to have it changed.
i would like to be able to map the camera controls seperately to the keyboard. Right now the cameras are controlled by my 360 controller, which is nice, but it doesnt work the best. The joysticks are extremely sensitive so the camera never remains still. (i use my right analog stick to shift so my camera is always floating left or right and up or down). it never really bothered me but now when im spectating a race online and i switch views to the 3rd person mode locked on a rider my camera will usually raise itself a bunch or lower itself. wouldnt really matter but i can never get it centered again and when the next race starts my camera is all messed up in my 3rd person view and stuck that way. so it would be nice to map the camera buttons to whatever. also when i make videos this would come in handy too. not really a big deal but it woudl be nice to have it changed.
I agree. Most sim games allow both a keyboard and controller to be assigned to the same function so if, for instance, your controller dies, you can continue playing with keyboard and no reassignment is required.
Also, in regards to your camera not staying still, have you tried adding some deadzone to your controller values? Check the config file near bottom where your throttle or left/right controlls are assigned. The try changing value (0.000000, 1.000000) to (0.10000, 1.000000). So that 0.1 allows for analog sticks not alligned completely. Add more or less until required, like 0.075 or 0.15, etc. Make sense, do a search otherwise that is how I found it.
I originally posted this in another thread, but I figured I'd copy it over to this one, since it fits and will be seen more. Before I go on any further, I want to make sure it is clear that I think this is a fantastic, ambitious project, and am amazed that all of the core production is done by once person. It's truly a fantastic achievement. That being said, it's not perfect, and I have some ideas on how to make it batter. Also, don't tell me to practice more, because it's not just my lack of skill. I've done enough riding to know that some things in the game are not right, and need a bit of work. Getting better at the game won't suddenly make flawed or incomplete mechanics function realistically. If it sounds harsh I don't mean it to, but it's the truth. Anyway, onto some suggestions...
Weight. The bikes feel almost feather-light. The slightest bump throws the bike spinning out of control, which really shouldn't happen. Bike and rider, you're looking at -at least- 375 lbs. It gives the feeling that the bikes are gliding, or floating on top of the track rather than biting into the dirt, and it makes small bumps throw the whole bike way out of whac, when usually just the back end would kick around a bit, if that. Also, does the engine take the rider's weight into consideration? How about rider weight shifts (other than sitting down)? Collisions are also a bit wonky, but I heard that's been fixed, or at least made better.
Bike power. Having realistic power curves is awesome (are there torque curves too? If not that would be something to add), but it's tough to really -feel- that power. I love the feeling of laying on the throttle coming out of a corner and having the bike just bite and take off. The game does a pretty good job, but it feels like the bikes are spinning constantly, and that the power isn't really getting to the ground. More roost would help too.
Track Deformation. I know that the game has this, which is an absolutely -awesome- feature. I've never seen another MX game do this. This is one of the premier features of this game in my opinion, and should get a lot of attention to make as realistic as possible. It's great as-is, but it's not perfect. The ruts only seem to develop if you sit and spin in an area, and they develop holes more than ruts. I come around a corner on the last lap of a race with 19 other bikes, and instead of a rut, there's a little hole at the end of the corner that throws my bike into a helicopter spin. Ruts should develop easier to an extent. I've seen cpu bikes get stuck on the fact of a jump and then dig themselves into a giant hole and end up stuck there. This should not happen, but surface ruts should develop easily. I'd like to see some nice deep ruts develop in corners, common lines where riders are accelerating hard, but I'd also like to see some minor ruts develop on straights, and some ruts develop on the face of jumps.
Bike suspension. I feel like the suspension is more for an aesthetic effect, and doesn't really do a whole bunch. It's nice the see the bike lurch back when accelerating, and nose down when you grab the front brake, but in terms of absorbing bumps and landing it doesn't seem like the suspension is doing anything. Even the smallest bump throws your balance way out of whack, and can even send you flipping out of control. The suspension should really soak up a lot more than it does.
Leaning. Ok, this is a biggie. The leaning mechanic is the core of the game, but I feel like it's also the area that needs the most work. I've heard that the full game allows you to lean forward and back, which addresses the main issue (this should really be included in the demo. The demo should still -play- like the full version, just not have all of the content and features). First of all, the bike is -way- too unstable. I was playing at 60 stability and had to adjust to keep the bike upright going -straight-. A bike in motion with automatically stay upright, like how if you jump off it will keep rolling without you to balance it. 0% stability should be an optimal, though expert setting, where the bike leans and falls faster, but not too easily. The bikes also wash out too easily...it's liking riding with slicks. The front tire should bite much better, but the back is almost too tight at times. The back tire should bite coming out of ruts and whatnot, but around flats it should kick out a bit, which will bring me to another point a bit later. The bike also falls too easily. I've come around a corner through a deep rut almost dragging the bars in the dirt and the bike still feels balanced. A bike will naturally lean into a rut, and as long as you keep it moving it won't fall over unless you make it fall. You should be able to lean deeper without falling so easily. The balance and leaning mechanic is great, but maintaining balance on a real bike is nowhere near that hard. I feel like it would take longer to get good at this game than it would to get good on a real bike. Also, when you hit a berm, even when you aren't going that fast, the bike just slides up over the berm. A real bike will slam into the berm, the suspension will soak up the impact, and then you'll slingshot out. I also get a sense that the center axis of the bike, the point at which it turns and rotates is at the center of the bike, rather than the front tire and the top of the forks (the bars), and on top of the already light and slippery physics, it -really- makes it seem like you're riding a supermoto bike that can't steer. The axis that the bike pivots on, as well as where it feels "centered" is located at the bars, and direction is determined by the front tire, but in the game it feels like the rider is the pivot-point. The bikes should feel a lot heavier and grippier than they do, they feel very slippery and light, and they shouldn't be so prone to just flipping out of control with the slightest mistake. Bikes are very good at correcting themselves. The back end will slide out and kick all over the place, but as long as the front tire is planted and going straight, you'll stay upright and keep going straight. Sitting should also have a more pronounced effect on both accelerating and turning. You should be able to turn with the rear tire if you want, but I feel like there's no natural-feeling way to do so. Riding has a very natural, rhythmic feeling, but the game feels like a constant struggle to maintain balance, make a turn or even land a jump.
That covers the major points. I would also consider improving rider animations, to make them look like they are more reacting more realistically to the bike, and maybe just add to the interface some. Those are finer touches though, and are really just for polish. I know it sounds like I'm really ragging on the game, but I'm not. I really like the project, and think it's a really great piece of work that is quite enjoyable to play. The fact that it is the work of one person is incredible. However, if you can address some of these issues, this game has serious publishing potential, which would push the potential for the game through the roof. I hope you take my suggestions seriously, and don't take my criticism to hard, because I just want this game to be as big a success as it can be, and I think it can be hugely successful, and could potentially turn into a very big, and very profitable project for you. At this point though, I just can see spending over $40 for it. It still lacks the necessary polish and features for a full-price game, and with only one developer at the helm, I feel like it's just too big and ambitious, and I'm worried about how much progress it's going to make. It's easy for one person to give up when trying to tackle something of this magnitude, but I -really- hope you keep with it, and maybe find some talented people to help you out, and keep this project progressing quickly. If the game sees some significant progress, I -will- buy the full version...heck, if I have some extra money I might buy it anyway just because I'm a huge MX fan who's been dying for a good MX sim. You've got quite a few hardcore followers here, so keep up the good work!
*Edit* Also, I think the demo should use the same physics engine as the core game, with all the same fixes and updates. A demo should still play like the full game, but it should just be lacking features and content.
wakestyle21 wrote:Thats what i mean...Gear, Gloves, Boots, Leatt, and Chest Protector should be separate.
That would be just awesome and it'd make the game more real and with bigger variety of gears and stuffs , i dont know if it would be much different than the actuall model , only thing is that you need separete model, but i dont know just keep working its turn out awesome
jlv i hate you i can't stop to play online hahaha i'm lucky i've 1week without school
Mbutler183 wrote:I remember when we had to play mva instead of mxs, what a load of shit that was.
- update main website on home add " new, online play " or something like this
- for the videos section on the website have demo version video and update the other version video's with the new physics etc...
- same for screenshots section on the website have old physics pictures and new physics pictures and maybe some online screenshots
- this should help show how good the full version is , compared to the demo
reason for all this it seems the main website feels a tad outdated as j.l.v has done alot of work on the full game, but i think now multiplayer has been kinda finished it would be a good time to update it? This would help noobs on the forum aswell, they may not ask as many silly questions as it has been answerd through the home page , videos , pictures etc on the main website
p.s i no it will take ages to re-doo the demo , so for now why not add a disclaimer on it saying the demo is differnet to the full game or something ?