gyroscopic effect

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west
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gyroscopic effect

Post by west »

I think it would be interesting to improved gyroscopic effect
because in this game brake with front brake gives a more pronounced effect than the rear brake in the air .
moreover accelerate in the air don't have much effect.

link of the topic : http://forum.mxsimulator.com/viewtopic.php?f=15&t=27353[/size] => new engine's sounds
wheels1758
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Re: gyroscopic effect

Post by wheels1758 »

The front brake should give a more pronounced effect than the rear brake. If you've ever done it in real life, you know!

Especially on 4 strokes, the engine braking slows the rear wheel, which decreases the momentum of the spinning wheel. The front wheel is still spinning at about the same rate as it was when the bike left the ground. Now, if we assume the wheels have about the same mass (they are close), the front wheel will have more momentum when in the air than the rear. Assuming conservation of momentum, all the momentum from the wheel is transferred to the bike, so the front wheel will produce more of a gyroscopic effect.

The trouble with stopping the front tire is it really stalls the bike out in the air (which can be experienced in MX Simulator). This is similar to what happened to Zach Bell in the Atlanta heat race (@5:45)
west
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Re: gyroscopic effect

Post by west »

ok but have u ever saw what a bike doing when the rider use rear brake in the air ?
the reaction is more violent , the game will be more beautiful and more realistic if it do like irl
link of the topic : http://forum.mxsimulator.com/viewtopic.php?f=15&t=27353[/size] => new engine's sounds
SOAB_465
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Re: gyroscopic effect

Post by SOAB_465 »

Do you have your rear brake torque turned way down? You need it up to at least 350 or so to get a real nice brake tap effect in the game. Even with Antilock on you'll feel it work quite well.

Go brake-tap a jump and then review it in the demo. You'll see the rear suspension compress and everything, just like in real life. It's actually really well modeled in game when you consider it's not even animated in any way.
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Re: gyroscopic effect

Post by wheels1758 »

SOAB_465 wrote:It's actually really well modeled in game when you consider it's not even animated in any way.
I think it's well modeled BECAUSE it's not animated.
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Re: gyroscopic effect

Post by Pumaxcs »

What Wheels said made perfect sense and gave you a reason why it feel like the front brake does more. Engine braking is already slowing down the rear tire meaning the a brake tap on the front would affect the bike more than the rear because the front tire has more momentum because it hasn't been slowed by an external force. Panic rev then brake tap, you will see and feel a noticeable difference because the rear tire will have more spinning force to affect the gyro. The alternative would be to try it on a two stroke instead, there is still engine braking but considerably less compared to the fart machines.
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yzmxer608
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Re: gyroscopic effect

Post by yzmxer608 »

Four stroke problems :lol:.
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Re: gyroscopic effect

Post by marco87 »

yzmxer608 wrote:Four stroke problems :lol:.
+1
Andy_Hack
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Re: gyroscopic effect

Post by Andy_Hack »

I think this brake tap in the air is perfect solved in the game, however, i think west is also talking about gas in the air, which makes the rear end go down as we know, cause this is in my opinion defenitly one of the very last points to make this game a perfect simulator.
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Evo997
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Re: gyroscopic effect

Post by Evo997 »

I like the brake taps how they are. The panic rev could be a little more pronounced. I find myself shifting x number of gears in attempts to bring the rear down. Angular momentum is a bitch.
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Re: gyroscopic effect

Post by Boblob801 »

Evo997 wrote:I like the brake taps how they are. The panic rev could be a little more pronounced. I find myself shifting x number of gears in attempts to bring the rear down. Angular momentum is a bitch.
Yeah there are times where it works sweet then other times were it seems to have no effect.
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Re: gyroscopic effect

Post by Evo997 »

Boblob801 wrote:Yeah there are times where it works sweet then other times were it seems to have no effect.
Very realistic, haha
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SOAB_465
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Re: gyroscopic effect

Post by SOAB_465 »

The thing is, most people don't take their bikes all the way to the limiter in real life over every jump. IRL the guys on 450s are jumping 1:1 scale triples in 2nd or 3rd gear, so they have 6000RPM left to panic rev. In game everybody jumps in 1st gear because it's easier to time a jump if you're on the backside of the torque curve, but the trade off is that when you go to blip it in the air there's nothing left.
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Re: gyroscopic effect

Post by AWood »

SOAB_465 wrote:The thing is, most people don't take their bikes all the way to the limiter in real life over every jump. IRL the guys on 450s are jumping 1:1 scale triples in 2nd or 3rd gear, so they have 6000RPM left to panic rev. In game everybody jumps in 1st gear because it's easier to time a jump if you're on the backside of the torque curve, but the trade off is that when you go to blip it in the air there's nothing left.
i dont think ive ever hit a triple in sim in 1st gear. besides to show i could do it.

Wait, doesnt the tire go up when you panicrev in sim just like real life?
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BuryYourHead707
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Re: gyroscopic effect

Post by BuryYourHead707 »

I think the reason it doesn't seem so pronounced compared to the video, is because the current rider is very rigid.
If you watch the video, you'll notice how the bike's nose will dip down, but the rider maintains the same position.
In the game, the rider is always exactly perpendicular to the bike, so when the bike dips down, so does the rider.
This could make it look unnatural, and feel like the gyroscopic effect is absent, but it could be easily fixed with a more animated rider.
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