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.