PiBoSo Official Forum

GP Bikes => General Discussion => Topic started by: PiBoSo on February 06, 2019, 04:59:22 PM

Title: GP Bikes beta15
Post by: PiBoSo on February 06, 2019, 04:59:22 PM

GP Bikes beta15 available:
http://www.gp-bikes.com/?page=news

Download:
http://www.gp-bikes.com/?page=downloads
( download mirrors would be extremely helpful and welcome )
Title: Re: GP Bikes beta15
Post by: PiBoSo on February 06, 2019, 05:00:06 PM
Release Notes
- a clean installation is strongly recommended
- since GP Bikes is a 64 bit only application the default installation folder has been changed to "Program Files"
- replays are not compatible with the previous versions
- the mods folder setting has been moved to the file "gpbikes.ini": https://forum.piboso.com/index.php?topic=14.msg95654#msg95654

- please note that this is only the first release of the new bike. Please leave your feedback so it can be improved in future updates.


Modding
- due to the changes to the gearbox simulation, the parameter "DisengageMaxTorque" ( under the "gearbox" section of the bike CFG file ) should be tuned. Multiplying it by two should be a good starting point
- electric bikes should be converted to be properly simulated: http://forum.piboso.com/index.php?topic=6456
- the chain animation has been changed: http://forum.piboso.com/index.php?topic=6464
- the revised physics debug mode now shows the clutch state after the slipper clutch calculation, too ( the rightmost blue bar ): http://forum.piboso.com/index.php?topic=3767
- for an example of how the track timer and standings work, please check the MX Bikes example track: http://www.mx-bikes.com/downloads/mxb_track_example.zip
- the maximum number of engine sound samples per layer has been increased from 10 to 20
- the proxy UDP plugin has been updated: http://forum.piboso.com/index.php?topic=6063
Title: Re: GP Bikes beta15
Post by: speedfr on February 06, 2019, 05:32:18 PM
Thank you for the hard work.
Will give it a try asap.

Great news Piboso !  ;)
Title: Re: GP Bikes beta15
Post by: doubledragoncc on February 06, 2019, 06:11:35 PM
OK...........Mods work but bikes have shifting problems unless the "DisengageMaxTorque" is doubled as Piboso said before but just doubling the figure is not perfect at all it must be figured by the Modders to get right, so you can ride the bikes but not have perfect shifting, I have only tried 3 bikes so far. I have a major issue though and that is the steering is now acting like a milestone game and no matter what settings there is a massive deadzone???

I do still have beta14 on my system and let GPB install in Programe Files as Pib wants it to but I think it is cxausing a conflict. Also every time I make any adjustment in settings it blacks the screen and ask to keep the resolution?

As a surgetion to the modders. Instead of us having to download anything to get mod bikes working right, can you not have a forum thread dedicated to letting us know what to alter on what bike ie the correct figure for the DisengageMaxTorque?
I know you dont want people playing with your bikes but if all kept the same number then there wouuld be no missmatch or a complicated folder could be made to over write the cfg files for all the bikes lol

DD

Title: Re: GP Bikes beta15
Post by: Davide74 on February 06, 2019, 06:57:18 PM
The first impression of the moto2 is good, I like the difficulty to enter the curve and movements.

The bad news is that my two favorite mods (250 2T and STK 1000) I lost all his essence ..

sorry for my bad english
Title: Re: GP Bikes beta15
Post by: DidietXFuera on February 07, 2019, 04:02:29 AM
Quote from: PiBoSo on February 06, 2019, 05:00:06 PM
- please note that this is only the first release of the new bike. Please leave your feedback so it can be improved in future updates.
Thank you in advance for your hard work, PiBoSo. I really like this beta 15. One of the things I like is the bug that has been fixed on the front suspension when hard braking. You have done a good job.

After trying Moto2, it has a different physic than the previous official bike. Unfortunately, I felt it was difficult to control the bike when it was in the corner and resulting a front-end. I feel that the front tire has no grip on the asphalt. Maybe I just need more adaptation. lol.

But overall, my waiting was finally worth it. Great job.  8)
Title: Re: GP Bikes beta15
Post by: gareng on February 07, 2019, 07:48:12 AM
About time, thanks piboso
Title: Re: GP Bikes beta15
Post by: Myst1cPrun3 on February 07, 2019, 07:54:09 AM
Can't wait to try this later  :)
Title: Re: GP Bikes beta15
Post by: doubledragoncc on February 07, 2019, 10:23:20 AM
What bike make and model did you actually base this on.....I mean motor and chassis

DD
Title: Re: GP Bikes beta15
Post by: Alex Nogueira on February 07, 2019, 11:20:21 AM
Quote from: DidietXFuera on February 07, 2019, 04:02:29 AM
Quote from: PiBoSo on February 06, 2019, 05:00:06 PM
- please note that this is only the first release of the new bike. Please leave your feedback so it can be improved in future updates.
Thank you in advance for your hard work, PiBoSo. I really like this beta 15. One of the things I like is the bug that has been fixed on the front suspension when hard braking. You have done a good job.

After trying Moto2, it has a different physic than the previous official bike. Unfortunately, I felt it was difficult to control the bike when it was in the corner and resulting a front-end. I feel that the front tire has no grip on the asphalt. Maybe I just need more adaptation. lol.

But overall, my waiting was finally worth it. Great job.  8)


I share the same opinion of DidietXFuera, I also felt it was difficult to control the bike when I was in the corner and resulting in a front end. I feel that the front tire has no grip on the asphalt. lose adhesion easily, especially using soft tires; with that it should have a lot more grip. I also really liked the bike and the engine chassis. and thank you for the outstanding work.


Title: Re: GP Bikes beta15
Post by: matty0l215 on February 07, 2019, 11:24:44 AM
Quote from: doubledragoncc on February 07, 2019, 10:23:20 AM
What bike make and model did you actually base this on.....I mean motor and chassis

DD

Kalex isnt it??
Title: Re: GP Bikes beta15
Post by: Yohji on February 07, 2019, 02:19:46 PM
thx piboso! for Update!

M2Bike has nice cornering potential.

do you planning adjusting slipper clutch in garage?

and I want to checking air pressure, realtime Eg Torque parameter and chassis flexing in debug mode.

thank you.
Title: Re: GP Bikes beta15
Post by: Saemon No Jyo on February 07, 2019, 02:22:00 PM
Thank you very much.  :)
Title: Re: GP Bikes beta15
Post by: doubledragoncc on February 07, 2019, 04:24:24 PM
Yeah Matty is what I think with Honda motor but wanted to be sure for doing my paints

DD
Title: Re: GP Bikes beta15
Post by: matty0l215 on February 07, 2019, 06:14:03 PM
Quote from: doubledragoncc on February 07, 2019, 04:24:24 PM
Yeah Matty is what I think with Honda motor but wanted to be sure for doing my paints

DD

Well technically it is the Honda CBR 600 Lump but I don't think teams advertised that.
Title: Re: GP Bikes beta15
Post by: janaucarre on February 07, 2019, 07:22:20 PM
Hi,
Thank you for release of beta 15
1 hour playing this beta and stop.
The front end issue is back as some older beta.
Falling with no visible reason.
Fps are the same as before.
The bike looks good.
We have lost murasama and 500
Title: Re: GP Bikes beta15
Post by: Miglitol on February 07, 2019, 07:55:25 PM
In my opinion, the bike is perfect.

Maybe relax a little bit the Engine Brake.

but in general the physic is perfect.
Title: Re: GP Bikes beta15
Post by: cogoyoda on February 07, 2019, 08:03:02 PM
dont change nothing this bikes .the bike is perfect ,dificultt
Title: Re: GP Bikes beta15
Post by: Blackheart on February 07, 2019, 08:35:14 PM
I like the M2 model, engine and general phisics, but the front is very bad... unfortunately I can not record vids just now but I have seen bad things, for example I lose the front 3-4 times in a single corner before a crash.

My feeling is like to ride on a wet track with a front slick tire  :P
Title: Re: GP Bikes beta15
Post by: Hawk on February 07, 2019, 08:47:04 PM
Does the loose front end issue affect any other bikes or just the new M2?
Title: Re: GP Bikes beta15
Post by: Davide74 on February 07, 2019, 08:56:07 PM
Great Bike Piboso.

It is adapt, the front grip gives a very good depth to the driving, as in the best betas.

For me it is perfect, tested on different circuits.
Title: Re: GP Bikes beta15
Post by: Blackheart on February 07, 2019, 09:21:16 PM
Quote from: Hawk on February 07, 2019, 08:47:04 PM
Does the loose front end issue affect any other bikes or just the new M2?

Tried just M2, the front feeling is inexistent, shame because the other things are very good in this bike.

EDIT: here a pics sequence for understand better the issue, ( lose the front a lot of times without lose the bike... and im not Marquez  ;D
(https://i.postimg.cc/W3Snx2RS/losefront.png)
Title: Re: GP Bikes beta15
Post by: Myst1cPrun3 on February 07, 2019, 10:34:56 PM
Quote from: Blackheart on February 07, 2019, 09:21:16 PM
Quote from: Hawk on February 07, 2019, 08:47:04 PM
Does the loose front end issue affect any other bikes or just the new M2?

Tried just M2, the front feeling is inexistent, shame because the other things are very good in this bike.

EDIT: here a pics sequence for understand better the issue, ( lose the front a lot of times without lose the bike... and im not Marquez  ;D
(https://i.postimg.cc/W3Snx2RS/losefront.png)

I know exactly what you mean, the front end seems quite inconsistent. And the downshifts are also weird, no matter what assists I use, blipping, rear brake etc, the back just slides away. I get the idea to replicate the 'back it in' style of moto 2, but for me at least its almost near impossible to control. Whether this can be altered in setup, or the front feeling being changed will fix it IDK. But it certainly pulls amazingly, and sounds freaking amazing. Particularly the quick-shifter up-shift sound. Its one that isn't often there in games, but this sounds awesome. A good first iteration tho keep it up  :) :) :) :)
Title: Re: GP Bikes beta15
Post by: poumpouny on February 08, 2019, 07:36:29 AM
Since nobody (or very few people) ride a moto 2 here IRL, in what are you referring when you're saying that a physic is bad or good, i think if the physics engine is correct and the data putted in is correct (which I think Piboso has done) the physics should be correct, it remind me when they interviewed Marco from Kunos about what pilot thinks about their physics and the answer is always :

If they make good lap, they say the physic is perfect, if not they blame the physics .....

And if Pib already put correct value but the bike still have wrong behaviour then let me go back to Milestone game  ;D
Title: Re: GP Bikes beta15
Post by: KG_03 on February 08, 2019, 08:21:56 AM
I also have a feeling that bike is perfect. Yesterday I did almost 60 laps and around 30 on Victoria Circuit.

I have a feeling that front tyre grip depends on the track you are riding at... and don't forget that if you lean the bike its right on the edge. In some places even a small bump can cause a fall. All other things like dasboard, rear tyre... everything feels great.

One thing I am still missing is a simulation of negative camber curves. In Victoria circuit turn nr 10 is pain in the ass. You lean the bike too much and you fall. In my case its more like luck.
Title: Re: GP Bikes beta15
Post by: Myst1cPrun3 on February 08, 2019, 10:08:13 AM
There have been Various videos and reviews on how the bikes handle, and while I do not have any firsthand experience in riding them, there is a general consistent opinion of what should and shouldn't happen.
As for correct values, putting in the correct physics values when compared to the real world actually very rarely gives a 100%, or even a 50% accurate simulation, and most machines, even the large team owned F1 simulator's, are a best guess scenario. If you really wanted the values to be 100% accurate in terms of use, then you'd have to start programming air density and gravity at that specific track, elevation, etc.
The feeling from the front is the larger issue for me, as I can solve the downshift issues with earlier braking and practice. it seems inconsistent, one line one lap is fine, next lap is a crash on same line same inputs etc. Maybe if the negative camber issues are fixed then that may help with the overall feel of it.
Title: Re: GP Bikes beta15
Post by: KG_03 on February 08, 2019, 10:38:06 AM
oh yes I forgot to add, engine braking seems to be an issue for me. When I reach turn 6 on Victoria on 2nd gear with highest rpms then release the throttne, rear wheel just slides away.
You much be very careful not to downshift too early otherwise rear is just gone.
Title: Re: GP Bikes beta15
Post by: Pableke46 on February 08, 2019, 10:40:34 AM
Hi everybody,
First of all thank u for the b15 piboso.

I only could try in 20 laps in Jerez. I like the m2 it's more difficult and that's makes u  more focus on playing. I think I can't say anything because everybody have to make more laps in different tracks.

If I had to change something I would check the engine brake... It's too aggressive in my opinion.
About the front Tyre I think that is just how you pilot and we have to find the limit in 20 laps it's almost impossible.

The last important think is the core crash in the garage(multiplayer)

Thanks piboso

And enjoy the game with the people in multiplayer.
Title: Re: GP Bikes beta15
Post by: Hawk on February 08, 2019, 10:45:47 AM
Quote from: KG_03 on February 08, 2019, 08:21:56 AM
I also have a feeling that bike is perfect. Yesterday I did almost 60 laps and around 30 on Victoria Circuit.

I have a feeling that front tyre grip depends on the track you are riding at... and don't forget that if you lean the bike its right on the edge. In some places even a small bump can cause a fall. All other things like dasboard, rear tyre... everything feels great.

One thing I am still missing is a simulation of negative camber curves. In Victoria circuit turn nr 10 is pain in the ass. You lean the bike too much and you fall. In my case its more like luck.

Actually the virtual rider is controlling how much you can lean the bike, whether it's adverse camber, dry or wet conditions. So if the front tyre is breaking away for no apparent reason(too heavy front breaking while cornering, etc) then the front tyre should not break away at all.
Only if you are in direct control of the bike via DST for instance can you over lean the bike and cause tyres to break away like is being described as an issue here. So if the front tyre is breaking away then there is either an issue with the core physics, or there is an issue with the way the bike physics have been set-up....... I'd hazard a guess that it's simply because the bike or tyre physics have not been fine tuned enough and still need work to fully complete them?

But the main thing to keep in mind is that unless you are using DST to control the bike then you are not determining how far the bike leans in different conditions, it's the virtual rider that does that job; you are just directing where the bike goes as such.
As far as I understand it, the virtual rider uses the grip levels of the tyres to govern how far to lean the bike.
Title: Re: GP Bikes beta15
Post by: KG_03 on February 08, 2019, 11:27:47 AM
Ah! Now I understand. I have direct steering set to 30%. When I make it higher than the bike is jumping like a jelly
Title: Re: GP Bikes beta15
Post by: poumpouny on February 08, 2019, 11:43:21 AM
QuoteThere have been Various videos and reviews on how the bikes handle, and while I do not have any firsthand experience in riding them, there is a general consistent opinion of what should and shouldn't happen.
As for correct values, putting in the correct physics values when compared to the real world actually very rarely gives a 100%, or even a 50% accurate simulation, and most machines, even the large team owned F1 simulator's, are a best guess scenario. If you really wanted the values to be 100% accurate in terms of use, then you'd have to start programming air density and gravity at that specific track, elevation, etc.
The feeling from the front is the larger issue for me, as I can solve the downshift issues with earlier braking and practice. it seems inconsistent, one line one lap is fine, next lap is a crash on same line same inputs etc. Maybe if the negative camber issues are fixed then that may help with the overall feel of it.

Why the hell are we calling it a simulation if it is not 50% correct hahahahah  ??? :o ??? . And how can F1 team using software like Rfactor 2 or RFactor Pro no only for driver training but also for new parts/setting testing if it's not 50% accurate ? I'm lost then ..........
Title: Re: GP Bikes beta15
Post by: Myst1cPrun3 on February 08, 2019, 12:05:42 PM
I'd imagine that's they'd develop a part in the sim, use it on the car, and make changes to the sim. Eventually, I'd imagine they'd get something extremely accurate and the sim wouldn't need much changing. But for a smaller 'consumer' SIM, it hasn't had these developments I should Imagine.

But in the end, accurate values may not translate as to accurate handling is kind of what I'm trying to say, albeit very badly.

Title: Re: GP Bikes beta15
Post by: Hawk on February 08, 2019, 12:43:04 PM
Quote from: KG_03 on February 08, 2019, 11:27:47 AM
Ah! Now I understand. I have direct steering set to 30%. When I make it higher than the bike is jumping like a jelly

If your answering my post above(not sure cause you didn't include any quote that your answering to)?  :)

But anyway, just wanted to say that direct steer is not DST. For DST to work you have to set it to work in the .ini file. But believe me, controlling the bike using DST is a whole new ball-game and learning experience.... In my opinion it's the difference between playing GPB as a game and using GPB as a real simulation. ;D

There's a point that could easily be implemented by Piboso(take him 10 secs I would think? Lol); that would be to have check boxes to put the control of GPB into DST modes from the options menu? A minor addition but a useful one don't you think?  :)
Title: Re: GP Bikes beta15
Post by: KG_03 on February 08, 2019, 12:48:42 PM
yes yes it was an answer to your post.
I have set DST to 305 I thought its direct steering. Shall I turn direct steer then? Is it better to control the bike? I play on game pad.
Title: Re: GP Bikes beta15
Post by: adrmelandri on February 08, 2019, 01:19:18 PM
Quote from: DidietXFuera on February 07, 2019, 04:02:29 AM
Quote from: PiBoSo on February 06, 2019, 05:00:06 PM
- please note that this is only the first release of the new bike. Please leave your feedback so it can be improved in future updates.
Thank you in advance for your hard work, PiBoSo. I really like this beta 15. One of the things I like is the bug that has been fixed on the front suspension when hard braking. You have done a good job.

After trying Moto2, it has a different physic than the previous official bike. Unfortunately, I felt it was difficult to control the bike when it was in the corner and resulting a front-end. I feel that the front tire has no grip on the asphalt. Maybe I just need more adaptation. lol.

But overall, my waiting was finally worth it. Great job.  8)
I also agree with him, although maybe it's because I need more adaptation, but the bike is crashing inconsistently because of the front-end, even when I'm not on a full lean. Apart from that, amazing work. Quick question, do you happen to have the template of Schwaben Moto2?
Title: Re: GP Bikes beta15
Post by: Hawk on February 08, 2019, 03:52:07 PM
Quote from: KG_03 on February 08, 2019, 12:48:42 PM
yes yes it was an answer to your post.
I have set DST to 305 I thought its direct steering. Shall I turn direct steer then? Is it better to control the bike? I play on game pad.

Useful "Journal" from Klax, recording his journey in learning to ride with DST in GPB: http://forum.piboso.com/index.php?topic=1125.0 (http://forum.piboso.com/index.php?topic=1125.0)

If you read his first post fully, it tells you about how to set it up.  ;)
Title: Re: GP Bikes beta15
Post by: Aherat on February 08, 2019, 05:57:47 PM
Hi, only a few laps on B15 but positive impressions on M2 bike. Front end grip problems for me too, need more laps to adaptation.
Title: Re: GP Bikes beta15
Post by: ludo05 on February 09, 2019, 08:39:12 AM
Hey,

first of all let me say my first impression with the Supersport 600 mod, we do have extremely annoying issue with the shifting in corner, it seem like there is no more shifter when you lean the bike and try to shift up, so it's kinda annoying,
then the front end feels different that in beta 14, i'm getting much more stoppies than before and loosing the front quiet often on the phase of decreasing brake + leaning.

And about M2 i'm sorry but this is kind of a disaster, sorry for my word but the bike has a crazy turning, much oversteering, it's not very realistic because m2 is heavy and not easy to place in a corner, the issue of that bike oversteering so much makes you loose the front for no reason because it seem the bike has way too much angle.
then last but not least, engine brake... this bike is unrideable at this point if you want to do 10 laps in a row without any mistake, because it makes her unpredictable, when you downshift more than 2 gears with a little bit of leaning, you just loose the rear for no reason, it has way too much engine brake, and a 600cm3 engine should have not so much engine brake,
the result of those 2 issues makes the bike really like a russian roulette, it's not a realistic bike, turning too easely and way too much engine brakes.

regards;
Title: Re: GP Bikes beta15
Post by: lluisete on February 09, 2019, 09:22:56 AM
The bike is really good, it just need to fix two things:

More grip on front tyre because its kinda hard to be enough good with the lean angle with a Gamepad. I tested with a G29 and i can control leaning nice to dont crash, but with the Gamepad its too very hard.

Less engine brake, the bike loses the rear tyre too easly.

I love the M2, its very good to love it un the first version, hope that with some improvements can be perfect  ;D
Title: Re: GP Bikes beta15
Post by: Myst1cPrun3 on February 09, 2019, 10:43:06 AM
Quote from: lluisete on February 09, 2019, 09:22:56 AM
The bike is really good, it just need to fix two things:

More grip on front tyre because its kinda hard to be enough good with the lean angle with a Gamepad. I tested with a G29 and i can control leaning nice to dont crash, but with the Gamepad its too very hard.

Less engine brake, the bike loses the rear tyre too easly.

I love the M2, its very good to love it un the first version, hope that with some improvements can be perfect  ;D

I can't tell if there's too much engine braking or not enough, as blipping doesn't seem to help anything. However most of the issues pointed out on here can be certainly reduced by stiffening up all of the front, and adding a rear preload. It's only a temp fix until pib does something with it but it seems to work for me. Still need to go easy round MG tho at the bottom of the hill, like everything else
Title: Re: GP Bikes beta15
Post by: Grooveski on February 09, 2019, 01:28:40 PM
My first impressions were pretty positive.  The front-heavy feel that everything had in B14 isn't there at all on the M2 bike, in fact it feels beautifully balanced.   8)

Front end washouts - yeah, I had a few.
Some I thought were a little harsh but others I felt were deserved and it was nice seeing them really.  Some betas have been a little forgiving for my liking, I prefer to be punished if I mess up...

Speaking of which - the grip on the grass is way too high.  There's no sphincter clenching at all if you clip it. 
I'd noticed it at Victoria out of the last corner but after that session I hit nordschleife for a while which showed how bad it is.  Clipping the grass at speed should be a worrying moment and just now it just plain isn't.

Nordy also showed how nicely balanced the M2 is.  It's taking the nearly-jumps well, sliding and popping wheelies in all the right places... :D

I don't feel the engine braking is too harsh(roll-off entries are fine)...
...so much as I feel the issue is with the clutch disengagement. 

It's partly the fault of my control setup - I play using a joystick, so if I'm on the brakes I'm also completely off the throttle(because they share an axis).
Using manual clutch it's fine because I can ease the clutch out but on auto-clutch downshifts are definatly harsh.
More options for slipper clutches would help the matter.

Hmmm, just crossed my mind that you may be able to add ramp adjustment for auto-clutch engagement/disengagment in the settings.  That'd be nice.   :)

Anyhow - great job.
...and yeah, much nicer demo bike than the 125.   ;)
Title: Re: GP Bikes beta15
Post by: Davide74 on February 09, 2019, 02:01:11 PM
Quote from: Grooveski on February 09, 2019, 01:28:40 PM
My first impressions were pretty positive.  The front-heavy feel that everything had in B14 isn't there at all on the M2 bike, in fact it feels beautifully balanced.   8)

Front end washouts - yeah, I had a few.
Some I thought were a little harsh but others I felt were deserved and it was nice seeing them really.  Some betas have been a little forgiving for my liking, I prefer to be punished if I mess up...

Speaking of which - the grip on the grass is way too high.  There's no sphincter clenching at all if you clip it. 
I'd noticed it at Victoria out of the last corner but after that session I hit nordschleife for a while which showed how bad it is.  Clipping the grass at speed should be a worrying moment and just now it just plain isn't.

Nordy also showed how nicely balanced the M2 is.  It's taking the nearly-jumps well, sliding and popping wheelies in all the right places... :D

I don't feel the engine braking is too harsh(roll-off entries are fine)...
...so much as I feel the issue is with the clutch disengagement. 

It's partly the fault of my control setup - I play using a joystick, so if I'm on the brakes I'm also completely off the throttle(because they share an axis).
Using manual clutch it's fine because I can ease the clutch out but on auto-clutch downshifts are definatly harsh.
More options for slipper clutches would help the matter.

Hmmm, just crossed my mind that you may be able to add ramp adjustment for auto-clutch engagement/disengagment in the settings.  That'd be nice.   :)

Anyhow - great job.
...and yeah, much nicer demo bike than the 125.   ;)

+1000
Title: Re: GP Bikes beta15
Post by: KG_03 on February 10, 2019, 01:08:28 AM
Ok I have done more rides and testing. Need to do more runs as Victoria is very flat with not many bumps. However as ludo05 said about shifting down in a corner. I wonder if there are many people who shift down in a corner. It cause bike instability and can leaf to crash. It might be different with downshifter.

Why I like current bike? Because there is very little margin for error. When riding in full lean it means you are on the edge. Not everywhere you can ride in full lean so you need to know when you can get that extra lean and where you dont.

With some recent mods we were used to all time grip in full lean and the slide out occured only when you were braking in turns or downshifted too soon. M2 bike has great feeling in both braking, cornering and accelerating. Even engine brake feels good once you get used to revmatchig or not downshifting too fast.

Title: Re: GP Bikes beta15
Post by: Davide74 on February 10, 2019, 01:19:43 AM
Quote from: KG_03 on February 10, 2019, 01:08:28 AM
Ok I have done more rides and testing. Need to do more runs as Victoria is very flat with not many bumps. However as ludo05 said about shifting down in a corner. I wonder if there are many people who shift down in a corner. It cause bike instability and can leaf to crash. It might be different with downshifter.

Why I like current bike? Because there is very little margin for error. When riding in full lean it means you are on the edge. Not everywhere you can ride in full lean so you need to know when you can get that extra lean and where you dont.

With some recent mods we were used to all time grip in full lean and the slide out occured only when you were braking in turns or downshifted too soon. M2 bike has great feeling in both braking, cornering and accelerating. Even engine brake feels good once you get used to revmatchig or not downshifting too fast.

+1

For that we already have the games of milestone.



Title: Re: GP Bikes beta15
Post by: Alby46 on February 10, 2019, 01:50:55 AM
The problem is the setup, it's too soft
Title: Re: GP Bikes beta15
Post by: Alby46 on February 10, 2019, 01:51:25 AM
I mean, the default setup
Title: Re: GP Bikes beta15
Post by: adrmelandri on February 10, 2019, 03:03:45 AM
Quote from: KG_03 on February 10, 2019, 01:08:28 AM
Ok I have done more rides and testing. Need to do more runs as Victoria is very flat with not many bumps. However as ludo05 said about shifting down in a corner. I wonder if there are many people who shift down in a corner. It cause bike instability and can leaf to crash. It might be different with downshifter.

Why I like current bike? Because there is very little margin for error. When riding in full lean it means you are on the edge. Not everywhere you can ride in full lean so you need to know when you can get that extra lean and where you dont.

With some recent mods we were used to all time grip in full lean and the slide out occured only when you were braking in turns or downshifted too soon. M2 bike has great feeling in both braking, cornering and accelerating. Even engine brake feels good once you get used to revmatchig or not downshifting too fast.
I can agree now with this! +1000
I personally have never been downshifting in a corner, I either downshift before entering a corner or after hitting the apex and want to get out of the corner...  ;D
I've tried to use the MaxHUD to see the lean angle and I finally get it, I always crash whenever I'm leaning on 60 degrees. But the most irritating one is, sometimes when I'm not on full lean, for example when I'm exiting from a corner (even under 60 degrees lean angle), I still get front end crash...  :-\ :-\
Title: Re: GP Bikes beta15
Post by: Tosteetos on February 10, 2019, 06:58:27 PM
A lot of improvement over the previous. The braking bug was nicely addressed. Really enjoying this aspect of the beta so far.

On the front end wash: I'm with others in that we need to have repercussions for getting too overzealous on the bike, however, the frontend washes out inconsistently and unrealistically too easy. Even picking the bike up from not even full lean in the most subtle ways will fold the front sometimes. The biggest problem is that it happens inconsistently, so you cannot gauge where the limit really is.  Needs fixing or you are going to piss off a lot of people trying out the beta if you are planning on releasing on steam.

Nice work!
Title: Re: GP Bikes beta15
Post by: matty0l215 on February 10, 2019, 07:03:27 PM
The front washout seems to be caused by the front tyre overheating mid turn.

With set up tweaks it can be almost solved. However, it does need to be addressed by Piboso. Maybe just a tempory bike update??
Title: Re: GP Bikes beta15
Post by: davidboda46 on February 10, 2019, 11:56:04 PM
My initial thoughts are that the front tire issue must be addressed with the new bike. My experience might be different from most of you because I use a custom controller instead of a game pad. With direct steering set to 100 (otherwise the controller lag is unbearable) the main issue is that the front goes as soon as you start to pick the bike up, the slightest steering input causes the front to wash out. This might be bike behavior or an overly violent first input from the virtual rider. The second main issue is simular but has to do with throttle input. If I add the slightest throttle, when I wan't to start accelerating from the apex for the exit, the front goes. And I'm talking microscopic amounts of throttle input. So the options left are either never go full lean or never close the throttle (sometimes even those two can't prevent it from happening), or try to pick the bike up by blowing on the handle bar and adding throttle with your pinkie finger... not very good options...

Du you guys who use gamepad also have these issues? or is it more full lean wash when you are keeping constant throttle and steer input?

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta15
Post by: PiBoSo on February 11, 2019, 12:23:38 AM

Release notes updated.
Title: Re: GP Bikes beta15
Post by: Hawk on February 11, 2019, 06:33:16 AM
Quote from: davidboda46 on February 10, 2019, 11:56:04 PM
My initial thoughts are that the front tire issue must be addressed with the new bike. My experience might be different from most of you because I use a custom controller instead of a game pad. With direct steering set to 100 (otherwise the controller lag is unbearable) the main issue is that the front goes as soon as you start to pick the bike up, the slightest steering input causes the front to wash out. This might be bike behavior or an overly violent first input from the virtual rider. The second main issue is simular but has to do with throttle input. If I add the slightest throttle, when I wan't to start accelerating from the apex for the exit, the front goes. And I'm talking microscopic amounts of throttle input. So the options left are either never go full lean or never close the throttle (sometimes even those two can't prevent it from happening), or try to pick the bike up by blowing on the handle bar and adding throttle with your pinkie finger... not very good options...

Du you guys who use gamepad also have these issues? or is it more full lean wash when you are keeping constant throttle and steer input?

Cheers,

/David "Gonzo" Boda #46

I used to have the same issues in the past and we solved it on our MODbikes by adjusting the VR.
Trouble is that it seems very few people use high direct steer settings cause most riders apparently use a gamepad and set the direct steer pretty low to suit....

Can you try the CAWS GP500 modbikes and see if your having the same issues please mate? If not then it could point to the current VR settings being your problem, ie, the VR being a little too violent with initial handlebar inputs when DS at 100%. Took us a lot of trial and error testing to get this problem sorted out back then.

I wonder if DD is having the same issues with beta 15? He sets DS very high too.
Title: Re: GP Bikes beta15
Post by: JohnnoNinja on February 11, 2019, 09:29:35 AM
I've tried beta 15 just briefly, so I don't have an opinion about the whole package yet, but the "easy front wash-out" destroys the experience. Last few beta's where better regarding front grip. I do appreciate the effort for improving GpBikes, but I hope Piboso will fix this "problem" as well.
Title: Re: GP Bikes beta15
Post by: KG_03 on February 11, 2019, 10:07:25 AM
@David Boda:
I use game pad. Previously I had many problems with bikes and I lost front grip in the same circumstances as you describe - when i picked up the bike.

But then it came out that i had too much direct lean and not smoothed out. I have changed the settings and its not a problem anymore.
Title: Re: GP Bikes beta15
Post by: davidboda46 on February 11, 2019, 10:09:19 AM
Quote from: Hawk on February 11, 2019, 06:33:16 AM
Quote from: davidboda46 on February 10, 2019, 11:56:04 PM
My initial thoughts are that the front tire issue must be addressed with the new bike. My experience might be different from most of you because I use a custom controller instead of a game pad. With direct steering set to 100 (otherwise the controller lag is unbearable) the main issue is that the front goes as soon as you start to pick the bike up, the slightest steering input causes the front to wash out. This might be bike behavior or an overly violent first input from the virtual rider. The second main issue is simular but has to do with throttle input. If I add the slightest throttle, when I wan't to start accelerating from the apex for the exit, the front goes. And I'm talking microscopic amounts of throttle input. So the options left are either never go full lean or never close the throttle (sometimes even those two can't prevent it from happening), or try to pick the bike up by blowing on the handle bar and adding throttle with your pinkie finger... not very good options...

Du you guys who use gamepad also have these issues? or is it more full lean wash when you are keeping constant throttle and steer input?

Cheers,

/David "Gonzo" Boda #46

I used to have the same issues in the past and we solved it on our MODbikes by adjusting the VR.
Trouble is that it seems very few people use high direct steer settings cause most riders apparently use a gamepad and set the direct steer pretty low to suit....

Can you try the CAWS GP500 modbikes and see if your having the same issues please mate? If not then it could point to the current VR settings being your problem, ie, the VR being a little too violent with initial handlebar inputs when DS at 100%. Took us a lot of trial and error testing to get this problem sorted out back then.

I wonder if DD is having the same issues with beta 15? He sets DS very high too.

I'll give it a try during the week and see if the problem persists or not with the GP500. I'll report back. :) /Cheers,
Title: Re: GP Bikes beta15
Post by: davidboda46 on February 11, 2019, 05:58:21 PM
Quote from: davidboda46 on February 11, 2019, 10:09:19 AM
Quote from: Hawk on February 11, 2019, 06:33:16 AM
Quote from: davidboda46 on February 10, 2019, 11:56:04 PM
My initial thoughts are that the front tire issue must be addressed with the new bike. My experience might be different from most of you because I use a custom controller instead of a game pad. With direct steering set to 100 (otherwise the controller lag is unbearable) the main issue is that the front goes as soon as you start to pick the bike up, the slightest steering input causes the front to wash out. This might be bike behavior or an overly violent first input from the virtual rider. The second main issue is simular but has to do with throttle input. If I add the slightest throttle, when I wan't to start accelerating from the apex for the exit, the front goes. And I'm talking microscopic amounts of throttle input. So the options left are either never go full lean or never close the throttle (sometimes even those two can't prevent it from happening), or try to pick the bike up by blowing on the handle bar and adding throttle with your pinkie finger... not very good options...

Du you guys who use gamepad also have these issues? or is it more full lean wash when you are keeping constant throttle and steer input?

Cheers,

/David "Gonzo" Boda #46

I used to have the same issues in the past and we solved it on our MODbikes by adjusting the VR.
Trouble is that it seems very few people use high direct steer settings cause most riders apparently use a gamepad and set the direct steer pretty low to suit....

Can you try the CAWS GP500 modbikes and see if your having the same issues please mate? If not then it could point to the current VR settings being your problem, ie, the VR being a little too violent with initial handlebar inputs when DS at 100%. Took us a lot of trial and error testing to get this problem sorted out back then.

I wonder if DD is having the same issues with beta 15? He sets DS very high too.

I'll give it a try during the week and see if the problem persists or not with the GP500. I'll report back. :) /Cheers,

@Hawk. I tried the G500:s (just a short run), less problems but still it happens. Weirdly enough, the one bike that did not have any of the issues I mentioned before is the GP500_Honda_NSR_2001. But my bike folder is pretty full and I don't even know when that bike stopped being updated for new betas.

I might be wrong but my conclusion is that the VR is to harsh on initial steering and throttle input, when the bike goes from no suspension movement (off throttle) or is at max lean angle and that causes the bike to be unstable. If the problem would just be edge grip than the bike would fall more often when at max lean with neutral input. But the problem could also have something to do with chassis flex or tire deformation, since the bikes been known to have issues with bumps and cambered up/down corners and the suspension doesn't do much at high lean angles. But I'm only guessing here... 

Cheers.
Title: Re: GP Bikes beta15
Post by: Hawk on February 11, 2019, 06:14:32 PM
Quote from: davidboda46 on February 11, 2019, 05:58:21 PM
Quote from: davidboda46 on February 11, 2019, 10:09:19 AM
Quote from: Hawk on February 11, 2019, 06:33:16 AM
Quote from: davidboda46 on February 10, 2019, 11:56:04 PM
My initial thoughts are that the front tire issue must be addressed with the new bike. My experience might be different from most of you because I use a custom controller instead of a game pad. With direct steering set to 100 (otherwise the controller lag is unbearable) the main issue is that the front goes as soon as you start to pick the bike up, the slightest steering input causes the front to wash out. This might be bike behavior or an overly violent first input from the virtual rider. The second main issue is simular but has to do with throttle input. If I add the slightest throttle, when I wan't to start accelerating from the apex for the exit, the front goes. And I'm talking microscopic amounts of throttle input. So the options left are either never go full lean or never close the throttle (sometimes even those two can't prevent it from happening), or try to pick the bike up by blowing on the handle bar and adding throttle with your pinkie finger... not very good options...

Du you guys who use gamepad also have these issues? or is it more full lean wash when you are keeping constant throttle and steer input?

Cheers,

/David "Gonzo" Boda #46

I used to have the same issues in the past and we solved it on our MODbikes by adjusting the VR.
Trouble is that it seems very few people use high direct steer settings cause most riders apparently use a gamepad and set the direct steer pretty low to suit....

Can you try the CAWS GP500 modbikes and see if your having the same issues please mate? If not then it could point to the current VR settings being your problem, ie, the VR being a little too violent with initial handlebar inputs when DS at 100%. Took us a lot of trial and error testing to get this problem sorted out back then.

I wonder if DD is having the same issues with beta 15? He sets DS very high too.

I'll give it a try during the week and see if the problem persists or not with the GP500. I'll report back. :) /Cheers,

@Hawk. I tried the G500:s (just a short run), less problems but still it happens. Weirdly enough, the one bike that did not have any of the issues I mentioned before is the GP500_Honda_NSR_2001. But my bike folder is pretty full and I don't even know when that bike stopped being updated for new betas.

I might be wrong but my conclusion is that the VR is to harsh on initial steering and throttle input, when the bike goes from no suspension movement (off throttle) or is at max lean angle and that causes the bike to be unstable. If the problem would just be edge grip than the bike would fall more often when at max lean with neutral input. But the problem could also have something to do with chassis flex or tire deformation, since the bikes been known to have issues with bumps and cambered up/down corners and the suspension doesn't do much at high lean angles. But I'm only guessing here... 

Cheers.

Yep I hear what your saying about the throttle too..... It really does sound exactly like the issue we worked on and it was definitely a combination of VR, tyre and geometry settings that seemed to solve the problem at the time.
I can only presume that something has changed....... I haven't had chance to test yet with beta 15 but I will do so soon.  :)
Title: Re: GP Bikes beta15
Post by: doubledragoncc on February 11, 2019, 08:16:21 PM
Not had time to test beta 15 but finishing Bobs system this week so will do full test. I am using the steering damper so it changes how it feels,

DD
Title: Re: GP Bikes beta15
Post by: davidboda46 on February 12, 2019, 09:23:54 AM
Thought I just add that Manu's Yamaha MotoGP17 bike has no front end issues around Victoria for me, it actually feels more safe on the front than in Beta13... so now I'm completely confused... guess I have to go through every bike and compare 13 to 15... will just take me a year or so...  ;)

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta15
Post by: doubledragoncc on February 12, 2019, 12:24:19 PM
Did you change the clutch in cfg when testing david?

DD
Title: Re: GP Bikes beta15
Post by: davidboda46 on February 12, 2019, 01:48:11 PM
Quote from: doubledragoncc on February 12, 2019, 12:24:19 PM
Did you change the clutch in cfg when testing david?

DD

Uhh... I must have missed something, changed the clutch in cfg? I haven't touched the cfg-file. Should I have? Did notice the gears on bikes in Beta15 don't behave smoothly, but since I don't use the clutch on MotoGP-bikes, except at the start, I switched on clutch help and then I could bang the gears in pretty well, not perfect but okay at least.

Cheers,

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta15
Post by: doubledragoncc on February 12, 2019, 04:52:05 PM
Beta15 needs to have the mod bikes cfg edited so shifting is not correct right now. Modders will start when Piboso releases more info.

DD
Title: Re: GP Bikes beta15
Post by: Grooveski on February 12, 2019, 06:12:19 PM
I'm getting quite a few crash-to-desktops with the bike hitting the walls(and fences).  Five or six so far, all on the M2(the only bike I've tried in B15).

It seems to be mainly when I've crashed and the bike is on it's own.  It slides or tumbles into the wall and GPB locks up for a couple of seconds then folds to desktop with no error message.
Title: Re: GP Bikes beta15
Post by: Grooveski on February 12, 2019, 06:17:29 PM
Quotenew: trackside objects animation support
new: spectator support

Are these things done and ready to play around with?
If so - how would someone go about playing around with them?   :)
Title: Re: GP Bikes beta15
Post by: SilverSurfer on February 13, 2019, 11:04:32 PM
Hi Folks,

it took the WSBK 2017 Panigale R out on the mid ohio track for few laps. From my point of view the first impression of GPBikes 15 is good so far.

But is it only me recognizing, that the chain is missaligned?

Cheers


Title: Re: GP Bikes beta15
Post by: Blackheart on February 14, 2019, 12:01:16 AM
Quote from: Hasibub on February 13, 2019, 11:04:32 PM
Hi Folks,

it took the WSBK 2017 Panigale R out on the mid ohio track for few laps. From my point of view the first impression of GPBikes 15 is good so far.

But is it only me recognizing, that the chain is missaligned?

Cheers

Hi, the chain is changed in this beta, (need just add some lines in the gfx file) anyway mod like wsbk 2017 or 250's etc... atm are not full updated for the beta 15. There are just 2 bike mod full updated for the the new GP Bikes version.

Tomorrow I will release the fixes for chain and gearbox for the sbk set. Just some little files dont worry, no need download again the bikes.

EDIT: Done, here the b15 update: http://forum.piboso.com/index.php?topic=6476.msg95947#msg95947 (http://forum.piboso.com/index.php?topic=6476.msg95947#msg95947)


Title: Re: GP Bikes beta15
Post by: SilverSurfer on February 14, 2019, 12:02:45 PM
Blackheart,

many thanks! Already downloaded.


Cheers
Title: Re: GP Bikes beta15
Post by: tchemi on February 17, 2019, 01:22:29 PM
Hello guys.
Good job Piboso and thank you for the release !


Can someone help me with the new mod folder config ? Double D ?


I am currently struggling with the new mod folder configuration. I have added the two lines in my gpbikes.ini file

[mods]
folder=e:\mods

An I didn't touched my mod folder from the b14, so it is still  E:\mods\gpbikes\tracks   (for instance for tracks)

when I launch the game, I can only see victoria track. What am I missing ??
Title: Re: GP Bikes beta15
Post by: PiBoSo on February 17, 2019, 02:52:35 PM
Quote from: tchemi on February 17, 2019, 01:22:29 PM
Hello guys.
Good job Piboso and thank you for the release !


Can someone help me with the new mod folder config ? Double D ?


I am currently struggling with the new mod folder configuration. I have added the two lines in my gpbikes.ini file

[mods]
folder=e:\mods

An I didn't touched my mod folder from the b14, so it is still  E:\mods\gpbikes\tracks   (for instance for tracks)

when I launch the game, I can only see victoria track. What am I missing ??

The "gpbikes" folder is no longer created in the mods directory.
Therefore, to use the existing path, the mods folder must be set to "e:\mods\gpbikes".
Title: Re: GP Bikes beta15
Post by: tchemi on February 17, 2019, 11:44:50 PM
Thank you very much piboso !