Things that make you go hmmm...

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Motoboss
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Things that make you go hmmm...

Post by Motoboss »

Not trying to downgrade the physics for this game ,Im only pointing something out.
jlv has done and awsome job so far obviously :)

Imo where the physics have a major flaw is mainly whoop sections. I dont know if any one else has noticed ,Im sure they have but I havnt seen it metioned , That whoop sections made for this game are not realistic at all (there rollers).IRL supercross whoops are knifed edged, cupped out ,rutted and just nasty also really intimadateing to look at , the pros still blitz them.
AX whoops are even worse :shock:
As track makers know if you try to make them somewhat real you just go flying and there impossible to get through. :cry:

Idk I just thought I would say something.
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die996
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Re: Things that make you go hmmm...

Post by die996 »

Rebound physics suck (no offence, JLV), that's why we can't have realistic whoops. I'm just guessing but maybe it's a problem with rider weight and how fast the info is transferred

Seriously, for me, the main problem of this game is that the rider doesn't move. In real life, you're always transferring weight and stuff like that. Here, rider stays the same. I know we can't have 25 buttons to give orders to the rider so my proposal is to make some actions automatic
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warrior462
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Re: Things that make you go hmmm...

Post by warrior462 »

The problem is not in the physics of the game. If you tried to get through a real whoop section only able to lean forward or back and use no other muscles, you'd go flipping out of control too. Riders are constantly using most of the muscles in their bodies through the whoops to keep the bike in line and moving forward. We just don't have that capability with a few buttons on a controller.
warrior462
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Re: Things that make you go hmmm...

Post by warrior462 »

die996 wrote:my proposal is to make some actions automatic
I already asked a long time ago, but honestly, it's not all that realistic. It really takes a human being on a bike to feel what needs to be done and correct it, there's just no realistic way of simulating a persons instinctual reactions.
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Re: Things that make you go hmmm...

Post by die996 »

warrior462 wrote:
die996 wrote:my proposal is to make some actions automatic
I already asked a long time ago, but honestly, it's not all that realistic. It really takes a human being on a bike to feel what needs to be done and correct it, there's just no realistic way of simulating a persons instinctual reactions.
I know but it sucks. I mean, most of the whoops section in this game are highly unrealistic. Another proposal would be making the game more "intelligent" so advanced stability setup didn't mean much. It kinda sucks that to make a backflip, a whip or just some wheelie you need to twitch the whole gaming experience
For me, right now I feel like the rider's absolutely dumb and you must tell him EVERYTHING... and I don't like that

PS : backflips and huge-ass whips are usually for goons but wheeling can help when it comes to racing
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Motoboss
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Re: Things that make you go hmmm...

Post by Motoboss »

I know there is already settings for low speed reactions..Maybe take the settings even further to lesson violent reactions at low speeds.I really get frustrated when Im not going that fast and the rider hits something wrong then goes flipping violently when it should of been just a meer fall over or just a swap.
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checkerz
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Re: Things that make you go hmmm...

Post by checkerz »

Actually, I have to say I don't think it is the physics. Problem is, in the game, we are trying to go way faster over whoops way bigger in size. Sure, they LOOK scaled right because of the camera, but in reality they are HUGE depth. You can definitely biuld the curbed ones. Yzed built some on his contest track for the SX track contest awhile back (Elkhart SX) that were pretty real and curbed and rode okay.

Also, for real SX, there is a reason when they get cupped and curbed the HUMANs start jumping and slowing down.
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Re: Things that make you go hmmm...

Post by Motoboss »

I still stand with what Ive said ,Yes I do think scaling has a little to do with it but that would lead to other things like why arnt tracks made at realistic scale ? Reason:The physics will barely allow it ,You cant get the the bike and rider to react like it should then that would go into we need more control over the bike and rider...ahhh :|
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rewrew421
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Re: Things that make you go hmmm...

Post by rewrew421 »

checkerz wrote:Actually, I have to say I don't think it is the physics. Problem is, in the game, we are trying to go way faster over whoops way bigger in size. Sure, they LOOK scaled right because of the camera, but in reality they are HUGE depth. You can definitely biuld the curbed ones. Yzed built some on his contest track for the SX track contest awhile back (Elkhart SX) that were pretty real and curbed and rode okay.

Also, for real SX, there is a reason when they get cupped and curbed the HUMANs start jumping and slowing down.

Scaleing is not that big of a deal what checkers said is pretty much right.

Pick any sx track you want or open editor and make a section .... play around a few minutes... and you will find a speed were you can get on top of them and blitz them AT THAT SPEED. Problem is we do not have the "fear" of crashing since its virtual so we just click a gear and hammer down and then we get flustered when we huck-a-buck. You can make any woop section you want idc how big or small or the spacing even... when you get on top of them you can stay there if you learn the correct speed.

Now take that i SUCK at setting up my suspension before you read, but i think there may be a problem here in the game. In a real fork you have low and high speed dampening(i think?) I just feel sometimes there is to much energy transfered from an impact to the inertia of the bike. Like if you come up short on a little landing befor a corner and the rear end rebounds so hard it flips you or does somethin un predictable and you were barley moving. Im no expert at none of this stuff but sometimes i feel there are weird things goin on lol.


Not complaining .... ill play the game just how it is till the day i die, i love it, but i know JLV appreciates the communitys input and im thankful to have a devoloper that actually does listen.
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yFMX
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Re: Things that make you go hmmm...

Post by yFMX »

I think both checkers and motoboss are right actually.

I've built some whoops sections and I've done a lot of testing as far as height and spacing. I find that 1.8ft high whoops 12.5ft apart from each others are pretty good whoops. It sure needs technique and I can blitz them well almost every lap but sometimes I feel that if I could slightly move only the rider on the left or on the right I could avoid a crash.

I also find it quite difficult to jump through those whoops. The bike kinda wants to flip. Going 3-3-3-3 is just as tricky as blitzing them.

A thing that I don't like in the game is how the bike reacts when you brake. The rear end is really high. It makes the rider look really goony imo. If you use both brakes the rear should stay low.
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DJ99X
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Re: Things that make you go hmmm...

Post by DJ99X »

12.5 ft? That seems a little long
yFMX
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Re: Things that make you go hmmm...

Post by yFMX »

the track I tested the whoops on is an AMA sx replica. I used the trackmap to scale everything.
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Re: Things that make you go hmmm...

Post by jlv »

It's possible to make difficult whoops that are still rideable. Earnhartfan did a good job at it in the 2010 SLC track. I personally prefer easy whoops though. Really difficult whoop sections end up dominating the whole race. The whole thing turns into a whoop survival run which is boring IMO.
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rewrew421
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Re: Things that make you go hmmm...

Post by rewrew421 »

yFMX wrote: A thing that I don't like in the game is how the bike reacts when you brake. The rear end is really high. It makes the rider look really goony imo. If you use both brakes the rear should stay low.
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Re: Things that make you go hmmm...

Post by Shadow »

Motoboss, how low rider damping have you tried? Because that has a tremendous effect on rideability the closer one gets to 1:1 scale. Try something like

Code: Select all

 vertical spring 45
vertical damping 20
horizontal spring 20
horizontal damping 25
The smaller scale tracks need lower riding damping so the rider can move around more.
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