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General Discussion / Debug Documentation...
« Last post by uberslug on Today at 03:21:11 AM »
Is there any documentation regarding Debug Mode? There are three throttle [idle circuit and others, perhaps], one front brake, one rear brake, and two clutch bars. While it is difficult to watch where I am going AND watch the bars I have noticed the right clutch bar indicates when I am operating the clutch.

I have noticed the left clutch bar indicates partial actuation during downshifts when I do not use the clutch. There is no such actuation of the left clutch bar when up shifting without the clutch but there seems to be actuation of both clutch bars when I use the clutch during up shifts [it is, however, very difficult to do this on a game pad so I am not sure of what I am actually seeing].

What is the second clutch bar indicating? I have seen references to a slipper clutch but do not know whether the left clutch bar is indicating it engagement / disengagement.

The reason I am riding around in debug mode is I am trying to determine why it sometimes takes seven to ten shifts to go from sixth to first during heavy braking. I regularly need to shift three or four times to go down a single gear. Each time I hit the shift button the engine tone changes to a lower pitch and I hear the shift 'click' but it doesn't change gear. Needless to say this reeks havoc with corner entry and side to side transitions.
Manu Section / Re: MotoGP 2017 MOD v.1.4
« Last post by speedfr on Today at 12:48:37 AM »
Hello again,

could i ask why the only helmets i can take are the 3 .pkz file (HJC, KYT or LS2) and not the ones that are stocked in the 7 directories (AGV, Arai, Scorpion, Shark, Shoei, Suomy and X-Lite).
So logically, i would say : aren't we missing .pkz files in here ? How does it work ?


Edit : Found out that by creating a "\Default" directory under \helmets and adding "\paints" then putting Zarco Helmets (.pnt file) in it, i can choose the default and it works, i have the good helmets. It's a way around to solve the issue.  :)

Manu Section / Re: New 3D Rider Model
« Last post by Manu on Today at 12:29:50 AM »
Manu Section / Re: RIDERS
« Last post by Manu on Today at 12:29:15 AM »
Riders Updated
Manu Section / Re: MotoGP 2017 MOD v.1.4
« Last post by Manu on Today at 12:08:12 AM »
Helmets / Re: Helmet Database
« Last post by matty0l215 on November 23, 2017, 11:51:52 PM »

So you suspect that the tankslappers are caused by the bike itself instead of the virtual rider. If that is the case, then of course the situation is much more complicated.
But we don't know whether or not that is the case. There is only one way to find out and that is taking the virtual rider out of the equation in those critical situations.
And regardless of whether it will fix the problem or not, fact is that in reality, (good) riders don't steer the bike with the handlebar under heavy acceleration, so the virtual rider should not either.

Anyway, here is why I think the virtual rider is in fact the sole cause:
1 Tankslappers seem much less common when using Direct Steer, in fact I have yet to see a single one.
2 A misaligned front wheel by itself does not create tankslappers in GP Bikes as long as there is no abrupt weight transfer to it, which is realistic. I have no replay to demonstrate that but I can assure you that in those rare situations where the VR keeps the wheel misaligned for a bit, it always skipped for a meters and smoothly realigned itself upon coming into contact with the track again.
3 If you get the timing for the lean input absolutely perfect (at direct lean 100%), so that the virtual rider is exerting close to zero steering forces (because bike lean = input/target lean), you can avoid the tankslappers.
@Vin: it's not that simple, I doubt it would work.
What makes you think that?
Because taming an unstable mode of a non-linear system is tricky stuff on which people have written millions of research pages.
If it was as easy as adding some sort of deadzone ...

It's not even sure the tankslapper is actually made worse by the virtual rider. Tankslappers do happen on real bikes, with no virtual rider: when they happen, there's little the (real) rider can do except letting it calm down by itself (hopefully).
General Discussion / Re: GPB/WRS Handling on Kerbs
« Last post by vini97 on November 23, 2017, 11:32:54 PM »
@PiBoSo: Any thoughts on these issues? Is it really not possible to simulate the tyre's behaviour on kerbs properly, as Max suggested?

...If not, then question to the track creators: Will you reduce the kerb size on the affected tracks since it will be the only way to create a realistic simulation?
Manu Section / Re: MotoGP 2017 MOD v.1.4
« Last post by speedfr on November 23, 2017, 11:31:21 PM »
Nice !!!!  ;)

Going on it right away, many thanks !!! :-* :-*
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