PiBoSo Official Forum

GP Bikes => General Discussion => Topic started by: PiBoSo on October 29, 2014, 05:11:14 PM

Title: GP Bikes beta6b
Post by: PiBoSo on October 29, 2014, 05:11:14 PM
GP Bikes beta6b released:
http://www.gp-bikes.com/?page=news
Title: Re: GP Bikes beta6b
Post by: jomardi on October 29, 2014, 05:23:13 PM
Thank you!!!
Title: Re: GP Bikes beta6b
Post by: Chispifumy on October 29, 2014, 05:50:37 PM
Thank you very much Piboso

So finally I see you have not been included support for oculus rift , I hope I can try soon!  :D
Title: Re: GP Bikes beta6b
Post by: janaucarre on October 29, 2014, 05:57:19 PM
Thank you:)
Title: Re: GP Bikes beta6b
Post by: matty0l215 on October 29, 2014, 06:02:52 PM
6b already!?
Edit- and Thank you :)
Title: Re: GP Bikes beta6b
Post by: tonygas on October 29, 2014, 06:04:07 PM
thank you Piboso  ;)
Title: Re: GP Bikes beta6b
Post by: Hawk on October 29, 2014, 06:04:41 PM
Thank you Piboso!  ;D

What the difference between Beta 6 and Beta 6b??

Hawk.
Title: Re: GP Bikes beta6b
Post by: PiBoSo on October 29, 2014, 06:19:55 PM
Quote from: Hawk_UK on October 29, 2014, 06:04:41 PM
Thank you Piboso!  ;D

What the difference between Beta 6 and Beta 6b??

Hawk.

Beta6b fixes the wrong bike geometry of remote bikes.
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 29, 2014, 06:22:54 PM
Thanks for the ultra-quick reaction !

MaX.
Title: Re: GP Bikes beta6b
Post by: dibu on October 29, 2014, 06:24:52 PM
Thank you very much PiBoSo, that was really fast  :)
Title: Re: GP Bikes beta6b
Post by: Hawk on October 29, 2014, 06:35:17 PM
Hi Piboso.

Do you want external mirror download links for Beta 6b? I was just about to update my thread with a beta 6b link and noticed it's been deleted?  :)

No problem if you don't... I just thought it might help.  ;)

Hawk
Title: Re: GP Bikes beta6b
Post by: Super Taranta ! on October 29, 2014, 06:35:54 PM
Perfect. Downloading now but I don't want to download all the mods again :( pff... anyway. Thank you very much !
Title: Re: GP Bikes beta6b
Post by: Toomes1 on October 29, 2014, 06:39:32 PM
Happy days beta6 but not got the time for it tonight.
Will the mod bikes work on this or will they have to be modified.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 29, 2014, 06:49:05 PM
Nice!!!!  8) just about to try.. ok for Xinput?
Title: Re: GP Bikes beta6b
Post by: girlracerTracey on October 29, 2014, 06:51:06 PM
Well 1st blush to me..bearing in mind I haven't played for months..is that it is much improved. I got a few rear wheel slides round Silverstone on the power just now. The rear end feels more like it should do to me now..still difficult to do this controllably but it is now accessible. Thumbs up from me.  :)

I like the new rider model a lot and also the fact that you can manually override the auto rider movement. That's a very nice feature now.

My only criticism is that the bike I tried, the varese 500, still seems quite reactive on its suspension to bumps and application of throttle. Although it is controllable. More an observation than a criticism really. But if you put the 500 onto Jim Pearson's IOM TT track, with all the bumps and elevations etc., I think it would not feel quite as "secure" as it should do. Maybe that effect could be tuned out by careful bike set-up though?

Overall though I have to say I'm very impressed. As a first blush..

Nice one.

grT  ;)
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 29, 2014, 06:52:29 PM
Quote from: BOBR6 84 on October 29, 2014, 06:49:05 PM
Nice!!!!  8) just about to try.. ok for Xinput?
Xinput plugin works fine (but not other plugins like MaxHUD and MaxTM, I need Piboso to publish the new plugin interface)..

All bike mods will need some tweaking from their respective modders (i.e. at the moment they don't work).
Mod tracks seem to work fine.

MaX.
Title: Re: GP Bikes beta6b
Post by: r1rossi on October 29, 2014, 07:24:08 PM
I am getting alot of Core.exe failures while on Aragon..

Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 29, 2014, 07:32:20 PM
First 10mins.. 990cc

very similar to 5b opposed to 4/4b (a good thing for me)!

wobbles still happen which I AM happy about! you can control them..

Feels even more alive!!!  :P

F/B/R/L override is brilliant!!

much to learn (again lol) but i think we can have some serious fun with this folks!!  ;D

i see 1 issue so far.. when i crashed.. 3 times! the rider instantly dissapears..

Anyway.. Great work Piboso! 8)


Title: Re: GP Bikes beta6b
Post by: PeterV on October 29, 2014, 07:40:05 PM
Been riding beta6b

Conclusion sofar:
Class: GP500

Beta5b wobbels/weaves
Beta6b wobbels/weaves (maybe even worse)

Beta5b offtrack (grass) bike goes down immediately
Beta6b offtrack (grass) bike keeps rolling and you can apply the full frontbrake it just stays up, a bug?

Beta5b bike front washes away suddenly
Beta6b bike front washes away, even the rear washes away sometimes like the front does, did not have that in 5b.

Beta6b Rider movement seems stiff (only in animation?) and head positioning looks not alright to me, a bit M. Doohan style it looks like  ;D.
Beta6b L/R overide, very nice feature, something new to learn :P One thing i noticed, i assigned second stick F/B for F/B lean but nothing happened when using the stick.

Quote from: BOBR6 84 on October 29, 2014, 07:32:20 PM
i see 1 issue so far.. when i crashed.. 3 times! the rider instantly dissapears..
Yes indeed rider is off the bike before the bike has a change to fall properly. like rider thinks this is gonna hurt, bail bail  :D

Title: Re: GP Bikes beta6b
Post by: Alibaskins on October 29, 2014, 07:40:52 PM
Yes driver go under the track and there isn't groove.
Title: Re: GP Bikes beta6b
Post by: Klax75 on October 29, 2014, 07:48:34 PM
The rider falling off and going under the ground would happen in 5/5b for me also.
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 29, 2014, 08:01:10 PM
why is my riders head missing?!
E: just using XInput

its not the head, its the helmet.
Title: Re: GP Bikes beta6b
Post by: Hawk on October 29, 2014, 08:07:49 PM
Quote from: JJS209 on October 29, 2014, 08:01:10 PM
why is my riders head missing?!
E: just using XInput

Have you applied any mod helmets or rider paints or bike paints with rider suits in? I tried that and my riders head first appeared backwards, then disappeared. LOL
I uninstalled all mods and went back to default and all is well again. Seems there's going to be a lot of repainting rider suits and helmet paints.

Hawk.
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 29, 2014, 08:14:16 PM
i did the third!!!! clean install without anything.
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 29, 2014, 08:24:31 PM
its exhausting, when i use another folder/directory its working. but i wont use another one. wtf is this?

€: are there other driectorys than the choosen installpath and the piboso/gp bikes folder in the documents?

it works when i install it to c:/gp bikes but bot if i am using c:/ games/gp bikes which is my "normal" gpb folder.
i erased everything and my rider is still missing his helmet.

btw. i will not use any other directory than my old one. what a joke, isnt it?
Title: Re: GP Bikes beta6b
Post by: Hawk on October 29, 2014, 08:38:29 PM
My first impression of Beta6b(GP 500 Class Varese) is a vast improvement on beta5b....

I've not had a chance to fiddle with the handling set-up yet so I don't know what kind of changes altering suspension and other garage settings would make, but I hope noticeable?

The general stability seems to be vastly improved. The wobbles are now what I'd call more real in there appearance and handling. The wheelies we saw in beta 5b have now been toned down, it is much harder now to wheelie in higher gears unlike beta 5b.

The front end seems to be a lot more stable than beta 5b, more like it was in beta 4b(unstable but at least manageable for now, but needs sorting).

I don't know if this is my imagination, but the engine revs from the tyre profile don't seem to be as harsh as they were in beta5b when making the transition from being leaned right over to upright? Just seems a lot more gradual a change in revs? A great improvement.

The new rider: When the bike pulls a wheelie, the rider keeps his arms bolt straight. This is SO unnatural looking and looks very comical. Hehe. Almost looks like someone has bolted a  mannequin onto the bike when a wheelie is pulled. LOL.
Other than that I do like the rider/animation; reminds me almost of a Kenny Roberts style, but having said that I still would like to see the old rider/animation included as an alternative in the "Rider Style" Menue.  :)

But overall so far I am really impressed by the improvements in stability and handling. This is something that while riding I'm not scared of now, in that I don't feel I need to be walking on egg shells while riding around anymore for fear of having one of those (WTF)front end washout moments.
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 29, 2014, 08:45:32 PM
Anybody having less FPS with respect to beta5 ?

MaX.
Title: Re: GP Bikes beta6b
Post by: Hawk on October 29, 2014, 08:50:00 PM
Quote from: JJS209 on October 29, 2014, 08:24:31 PM
its exhausting, when i use another folder/directory its working. but i wont use another one. wtf is this?

€: are there other driectorys than the choosen installpath and the piboso/gp bikes folder in the documents?

it works when i install it to c:/gp bikes but bot if i am using c:/ games/gp bikes which is my "normal" gpb folder.
i erased everything and my rider is still missing his helmet.

btw. i will not use any other directory than my old one. what a joke, isnt it?

Have you something against using the "Program Files" directory?  Lol ;D


Title: Re: GP Bikes beta6b
Post by: JJS209 on October 29, 2014, 08:51:14 PM
yes, i have a games directory.
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 29, 2014, 09:00:56 PM
oh its amazing, now i cant change my name. i will be for all time be the unnamed profile...

i did not a single meter... nice...

€: i created another profilename and than it worked to go to a server and i have had my name. after that i changed the bike to the rc990 and... suprise ... i am unnamed profile again.

sorry piboso, but i need to install the game into another direktory and cant have a helmet or a name?

i wasted now more than two hours of my evening... if there is not coming a BETA6C i will pause that. i am really pissed on!
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 29, 2014, 09:41:42 PM
JJS209, you seem to be the only one having this kind of troubles. It's unlikely it comes from GPB itself.

No idea where it could come from. Erase everything, sleep it over and try tomorrow.

MaX.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 29, 2014, 09:52:16 PM
Hmm mixed opinions.. As always I guess.

Brief 10mins earlier has made me annoyed to be at work!  ::)
I need to get home to test lol. 8hrs 9mins 45secs to go...  >:(
Title: Re: GP Bikes beta6b
Post by: girlracerTracey on October 29, 2014, 10:12:52 PM
I think it's great. I had to just do a motogp14 league race and tbh I would rather have been on gpbikes testing beta 6b.

There are bound to be a few teething problems with a new beta like this but overall I am very impressed. I think gpbikes is now  showing some great potential..and that comes from someone who could not get on with beta 5b at all. I think the physics have gone in the right direction personally. Overall a very decent step forward in my opinion. As I say my only reservation is that the bikes in PiBoSo's simulation in my humble and personal opinion overreact a bit too much to bumps and sudden elevation changes. Ideally for me the bikes need to be slightly less reactive although I agree it is controllable and makes it more interesting in terms of feedback on a smooth track.

I am really committed in organising leagues on motogp14. Full grids and 4 league races a week. Come rain or shine. Hangover or blissful sobriety. But beta 6b is tempting me quite strongly back onto gpbikes. Which in a round about way is quite a strong endorsement from me. As I say a definite thumbs up from me.

Anyway I'll shut up now.

grT  :P
Title: Re: GP Bikes beta6b
Post by: dude on October 29, 2014, 10:16:45 PM
@JJS209

Did u also deleted the PiBoSo-Folder under documents?
If not, do it and reinstall 6b.

I really like the new helmet cam, very dynamic and with a fov of 90 u have a very nice speed feeling ^^ yeeehawww
The whole front tyre problematic is a little bit better to handle but hm...u can write 20 threads about it. In my opinion it could be a little less "shaky".
The new rider is not bad but useless for dashcam-drivers :p
ECU settings on track is cool!!!
Ambient shadows? hu???

Thanks PiBoSo!

Title: Re: GP Bikes beta6b
Post by: r1rossi on October 29, 2014, 10:21:13 PM
What settings are people using in the advanced "lean" category in settings, dead zone etc?

Do you use the "smooth" button? When I turned that on it made things a lot nicer .

Any input would be great
Title: Re: GP Bikes beta6b
Post by: janaucarre on October 29, 2014, 10:21:36 PM
Hi,
firstly, thank you piboso.
I come from about 15 laps with the murasama at victoria, and also 15 laps with the varese.
I like the stand screen for watching the bikes, like in mxbikes, futur good screenshots.
I like the direct lean %, 100 for me after little tests.
I like the new texturing of the track.
Is it my view or is it true that the bikes have a better look than before?
I like the bikes don't fall directly passing through grass or sand.
I like very much the tcs and eb can be changed during a lap.
I like the bike don't fall so easy than before, particularly during changing lean angle.
I like the whobbles of the murasama, it seems more realist than before.
I feel the onboard view better to use than before.
The rear tyre seems to have less grip than before, just a little bit:)
At standing with no gear enable the left right movements is good now.
Exit the pit is more easy.
The varese has too much whobbles but it's controllable by not pushing hard on throttle.
The kerbs are now usable:).
I feel all smoothly.
The fps have been increased a lot, about 60 before and between 85 and 125 now, i need to limit that for my old PC:)
Next test will be on 125cc.
See you soon.
Title: Re: GP Bikes beta6b
Post by: matty0l215 on October 29, 2014, 10:22:00 PM
I'm really liking it so far, put about 30 mins-1 hour down so far all on the 990

The front wheel wobble is still there but is better (at least to me it is)
The bike doesn't want to wheelie nearly as much as it used to
And it corners so much nicer now and turns a lot easier

Sadly as for the 125, I tried 2 laps and gave up, the thing just falls over mid corner (sometimes even before mid corner) but then i haven't ridden the 125 for a while now.

And being able to keep the bike upright on the grass and gravel  ;D ;D ;D

Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 29, 2014, 10:32:35 PM
As always, I'll take more time to comment on the physics. Two thing I can already say on the rest:

MaX.
Title: Re: GP Bikes beta6b
Post by: r1rossi on October 29, 2014, 10:36:29 PM
How do you adjust TC on the go ? Also, which settings are you using for advanced , ie. dead zone linearity press etc!

Use smooth or no smooth?
Title: Re: GP Bikes beta6b
Post by: dude on October 29, 2014, 10:38:37 PM
Hm, if u use a higher Fov and onboard view u can see that the hands of the driver are to high and not on the handlebar :D
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 29, 2014, 11:01:25 PM
What is the direct lean slider for? I had d/l off before so if I move the slider will that adjust my sensitivity or something?
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 29, 2014, 11:15:36 PM
Quote from: BOBR6 84 on October 29, 2014, 11:01:25 PM
What is the direct lean slider for? I had d/l off before so if I move the slider will that adjust my sensitivity or something?
Try it at 0%, then at 100% and you'll understand immediately.

MaX.
Title: Re: GP Bikes beta6b
Post by: Klax75 on October 29, 2014, 11:54:31 PM
Little curious where is helmet view in replays? Being able to see who is on a server, and the photo feature that was mentioned? Did I miss them some where?
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 29, 2014, 11:58:38 PM
Ahh lol ok will do! Didnt get chance to try earlier..

Im guessing direct lean 0% is off and 100% is fully on right?

Your comment about the FPS.. Could that be because victoria looks nicer? I hope it doesnt screw me when I come to record!!

Forgot to quote MaX sorry..
Title: Re: GP Bikes beta6b
Post by: tseklias on October 30, 2014, 01:57:51 AM
Quote from: r1rossi on October 29, 2014, 10:36:29 PM
How do you adjust TC on the go ? Also, which settings are you using for advanced , ie. dead zone linearity press etc!

Use smooth or no smooth?

its on the settings menu you must match them with your desired buttons and then use in-game(check the dash you'll see).all dead zones zero for me and linearity to throttle only on 100 all else 0. no smooth for me, i like better the response to be instant.

Quote from: BOBR6 84 on October 29, 2014, 11:58:38 PM
Your comment about the FPS.. Could that be because victoria looks nicer? I hope it doesnt screw me when I come to record!!

victoria?? did we got a grid girl finally and i missed it?!?!  ;D
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 02:26:25 AM
We got a shiney sexy new pit board if thats any good? ;D and some more grass to roll around on  :P
Title: Re: GP Bikes beta6b
Post by: -aGy- on October 30, 2014, 04:10:28 AM
thx piboso
Title: Re: GP Bikes beta6b
Post by: vash on October 30, 2014, 04:44:25 AM
Hi,everybody;In first great work piboso, really good simulation the beta6b, But I have A BIG BIG trouble; How START MY Oculus DK2 with the beta6!???????  In extend not work ,;in direct to rift not work, in extend mod without service no work......     :-[    My pain is strong please tell me what i do...  Thank for you work.
Title: Re: GP Bikes beta6b
Post by: Alby46 on October 30, 2014, 06:06:02 AM
one thing i noticed, the rider disappears after a fall
Title: Re: GP Bikes beta6b
Post by: Mac on October 30, 2014, 06:47:50 AM
I tried all bikes for a few laps yesterday and I noticed:
- Engine brake on Murasama and EB control are awesome. In onboard view you can see countersteer on almost every hard braking.
- Electronics changable on-the-go are very useful when tyres become less grippy.
- front wheel is a lot more stable and when wobbles start they are mitigate very soon.
I think wobbles are now more violent but less persistent, more like tank-slappers.
- on-board view is very good but rider hands are off-axis with handlebar.
- rider movements are a lot better (visually talking) but rider tucks only at high speeds like before.
- front wheel in 125 bike slips away in mid-corner but i think it is only a default setup problem. Maybe changing preload and front tyre pressure it gets better.
- revving on leaning is more progressive and the revs don't go so high like before.
- the possibility to travel on grass and gravel is good for races but now the bike is almost too stable, i can turn on gravel too easily without falling.
- i have to try direct lean slider but if it works like i think it is a really good feature.
- Ideal lap time like MX bikes is very useful to analyze laps.

In conclusion.. Great work Piboso! We had a lot of fun before this beta and we'll have a lot more fun now.
When superstock 1000 will be avaiable GPbikes will be the definitive bike sim of all ages. :)
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 07:35:39 AM
iv posted twice already but iv deleted them.. its clear i have much to learn about beta6b!  :P

at first i thought.. meh :-\

now its.. :o ;D :P 8)  :-* :-* :-*
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 08:45:02 AM
swing arm pivot in use now?

if you adjust engine braking in the garage it goes 0-3. onboard the bike it goes 0-2 ??
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 08:54:27 AM
Quote from: BOBR6 84 on October 30, 2014, 08:45:02 AM
swing arm pivot in use now?
Not on the 3 default bikes: you can change the value in the garage but it won't change anything.
To be honest I have no idea why it's like that: having a setting that can be changed but has no effect makes no sense to me.
Either the setting is "locked" (only 1 setting possible) or it has to have an effect, otherwise it's just confusing.

Mod bikes however can use it I think.

MaX.
Title: Re: GP Bikes beta6b
Post by: Abigor on October 30, 2014, 08:54:48 AM
The front Wheel on 990 are still very unstable and jumps in slow corners JUST LIKE IN BETA 5b.....losing the front at low speed corners like that is just NOT real !!....is there anyone that has the balls to say it that this is WRONG !! ....all i see is people say "WAAW great job on cameras"......"WAAW great job on rider model" ....lol......but what about the most important thing ..."THE PHYSICS".....if you ever had ride on sportbike just once in your life you will know that front wheel don't act like that in slow corners.....just take you bike NOW for a ride in 5 min and you will know what i mean
Title: Re: GP Bikes beta6b
Post by: Alibaskins on October 30, 2014, 09:15:20 AM
Totally true for the front tyre and there is a problem with the move of the bike when the rear tyre is dribbling. The bike turn into an incredible rodéo...

The front of the bike needs more weight. It would be better i think ?
I try to force the driver in front but it's doesn't seems to have effect. Or not a lot...

The new style of the driver isn't very fun... But it isn't a bug problem in onboard view... Just not fun to see it on third person view.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 09:34:18 AM
the rider twists instead of leaning.. feel free to disagree but thats a classic no no! how much influence on the bike handling does the virtual rider actually have? never any answers so nobody knows....

front end does seem better to me but there is deffinately something not right still..

v1 is years away
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 09:42:47 AM
Quote from: BOBR6 84 on October 30, 2014, 09:34:18 AM
how much influence on the bike handling does the virtual rider actually have? never any answers so nobody knows....
If you mean how much influence the rider movements (L/R, F/B) have, you can check this easily: just put rider elan to manual and don't move it.

MaX.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 09:46:45 AM
Quote from: HornetMaX on October 30, 2014, 09:42:47 AM
Quote from: BOBR6 84 on October 30, 2014, 09:34:18 AM
how much influence on the bike handling does the virtual rider actually have? never any answers so nobody knows....
If you mean how much influence the rider movements (L/R, F/B) have, you can check this easily: just put rider elan to manual and don't move it.

MaX.

ahh yes i know it seems more stable with full manual but whats happening when its auto?
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 09:57:57 AM
Quote from: BOBR6 84 on October 30, 2014, 09:46:45 AM
Quote from: HornetMaX on October 30, 2014, 09:42:47 AM
Quote from: BOBR6 84 on October 30, 2014, 09:34:18 AM
how much influence on the bike handling does the virtual rider actually have? never any answers so nobody knows....
If you mean how much influence the rider movements (L/R, F/B) have, you can check this easily: just put rider elan to manual and don't move it.

MaX.

ahh yes i know it seems more stable with full manual but whats happening when its auto?
I was just saying that if you want to size the impact of the rider movements, just set them to manual and then try to do laps without moving the rider (assign the controls to buttons and don't press them). By comparison (with auto rider lean) you'll have how important are rider movements.

MaX.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 10:10:41 AM
the last time i tried full manual rider movements was a disaster lol so i tried not leaning at all haha.. even worse  :)

im thinking more about the applied pressure on the handlebars.. when the rider moves around the bike!

does klax get these shakes and wobbles with DST?

Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 10:20:35 AM
Quote from: BOBR6 84 on October 30, 2014, 10:10:41 AM
im thinking more about the applied pressure on the handlebars.. when the rider moves around the bike!
beta6 has introduced the steering torque in the plugin interface, so I'll be able to track this in the telemetry tool.
I'm not sure what this torque is however: Id' tend to think it's not the torque applied by the rider on the handlebars, but the torque applied by the environment (e.g. the tire-road interaction) on the steering head.

Quote from: BOBR6 84 on October 30, 2014, 10:10:41 AM
does klax get these shakes and wobbles with DST?
For him to ask, but the usage of manual rider may help him, on top of the fact he may not be pushing the bike as hard as you are (which mean less weave situations).
For the wobble in low speed corners, I'd tend to say he has the same problem.

MaX.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 10:43:44 AM
Quotebeta6 has introduced the steering torque in the plugin interface, so I'll be able to track this in the telemetry tool.
I'm not sure what this torque is however: Id' tend to think it's not the torque applied by the rider on the handlebars, but the torque applied by the environment (e.g. the tire-road interaction) on the steering head.

that sounds like gold dust... maybe piboso could look at that too! thats if he see's all this as being a problem!? im not sure he does..

maybe you can find something in there?

anyway iv typed enough shite for one day.. off to bed.
Title: Re: GP Bikes beta6b
Post by: girlracerTracey on October 30, 2014, 11:13:21 AM
Quote from: Abigor on October 30, 2014, 08:54:48 AM
The front Wheel on 990 are still very unstable and jumps in slow corners JUST LIKE IN BETA 5b.....losing the front at low speed corners like that is just NOT real !!....is there anyone that has the balls to say it that this is WRONG !! ....all i see is people say "WAAW great job on cameras"......"WAAW great job on rider model" ....lol......but what about the most important thing ..."THE PHYSICS".....if you ever had ride on sportbike just once in your life you will know that front wheel don't act like that in slow corners.....just take you bike NOW for a ride in 5 min and you will know what i mean

I don't have the "you know what's" but I can & I do agree with you. I have tested the 500 varese now on various different circuits and I concur that the same effect from beta 5b is still present in beta 6b.

I personally feel the front end (on the throttle) wobbles and front end instability in corners needs to be addressed & "neutralised".

As regards the weaves don't get me wrong I like the effect of the bike protesting & weaving a bit on the throttle but I think the effect is too pronounced. 

But I think the potential shown in beta 6b is huge. It's just that front end that concerns me a little at the moment..

grT  :)

Title: Re: GP Bikes beta6b
Post by: yoshimura on October 30, 2014, 11:34:30 AM
Congratulations for the work on the chassis, very good feeling, :D but please, loss of front, without any reason, but if instabilitée of a position too rigid pilot on the right left movements fast, simple thought.
Title: Re: GP Bikes beta6b
Post by: Hawk on October 30, 2014, 12:22:12 PM
Having now rode the bike(Varase 500) on more tracks and laps, here is an update to my previous tests on Beta 6b:

Wobbles: On flatter circuits the wobbles are quite realistic and manageable, but when riding on circuits with large differences in height and cambers the wobbles are a lot more exaggerated to the extent that I feel is far to much than reality. Maybe testing with different set-ups could possibly help? (More testing with set-ups needed for a final conclusion).

Front end stability: The front end is more stable than beta 5b, but is still far from reality and still needs work to sort this on-going problem out.

Rider: As I stated before, the rider animation while the bike is in a wheelie looks comical to say the least with its arms locked bolt straight. This is not a good thing to do in a wheelie.

Sand and Grass: The sand and grass changes are quite a good change in my opinion. They both have a greater effect on grip(lack of) once the bike has got back on track, and the bike now, instead of just falling over is bogged down and quite slow to get out of the sand(grass not so much), but both have a greater effect on initial tyre grip performance once back on track. Very good!  8)

Respawn: I've noticed that now when you fall off you can respawn almost straight away(even though other riders are close by), and have also noticed that it respawns you in the centre of the track which because there is now no waiting for other close riders to pass before the respawn(which can be a good thing at times), this can also often create a situation were the rider is respawned right into the path of a rider on track.
I personally feel the respawn point should have been offset so that the rider will always respawn off the side of the track surface so that other riders have a chance of avoiding a rider spawned to come back on track. So I see this as a great idea but badly implemented.  ;)

Pit Boards: New pit boards.... Nicely designed.... Very nice aesthetic addition.

Suspension Springs: I've noticed that now the range of spring setting has been dramatically reduced on the 500cc Varase? Any particular reason for this?

Suspension Preload:
The preload settings range has dramatically increased... Again I would like to know the reason for this and it's effects? I always thought the preload was for setting the ride height of the bike to avoid upsetting the suspension settings once the rider sat his weight onto the bike. Also helps prevent grounding of the bike around corners due to G-forces compressing suspension while cornering? This doesn't seem to have the required effect?(But more testing is required to be sure).  ;)

Front end tracking while cornering : On the 500 bike(Varase) on default settings, the front end tracking while cornering produces a large amount of under-steer that can only be overcome to a small degree by reducing the swing arm setting and increasing the rake setting; is this a correct thing to do as far as the physics of set-up is concerned? Maybe Max can fill me in on this procedure and whether this seems to be the correct reaction from the bike?  :)

Overall conclusion so far: I think this is largely a big improvement from beta 5b, and something we can really work with, though certain things(like the rider respawn) could have been implemented better with some pre-thought and discussion with members of the forum to gain their experience on the subject before implementation.
The front end instability is far better than beta 5b, but is still very bad from what it should be(I'd say back to the kind of front end instability we saw in beta 4b).
But overall beta 6b is a big improvement, but like all beta projects, still needs a lot of tweaking to get the physics stable, which is after all what were all looking for.
Good job Piboso and thank you, but I just wish you'd have concentrated soley on the physics of the bikes(priority being front end stability) rather than adding the other nice additions.

In my analogy this is like a 3D model that's been fleshed out into shape but not had the fine detail applied to it to finish it off. But non the less a good step forward.  ;)


Hawk.



Title: Re: GP Bikes beta6b
Post by: JamoZ on October 30, 2014, 12:44:02 PM
Quote from: Abigor on October 30, 2014, 08:54:48 AM
The front Wheel on 990 are still very unstable and jumps in slow corners JUST LIKE IN BETA 5b.....losing the front at low speed corners like that is just NOT real !!....is there anyone that has the balls to say it that this is WRONG !! ....all i see is people say "WAAW great job on cameras"......"WAAW great job on rider model" ....lol......but what about the most important thing ..."THE PHYSICS".....if you ever had ride on sportbike just once in your life you will know that front wheel don't act like that in slow corners.....just take you bike NOW for a ride in 5 min and you will know what i mean

Completely agree. I thought all the focus was on the physics for this beta, so that the focus for the next could be the netcode. But after the first 10 minutes on beta 6 i realised that there is still something fundamentaly wrong. I felt that after beta 3 physics wise every release was one step forward, and 2 steps back.

Bike behaviour is getting more random with every release and is going the opposite direction of realistic. I think it`s great that there was put so much time into new rider animations, suit, helmet & pitboards etc. But that time could be better used for solving the problems that have been here for a very long time now.

I don`t want to sound arrogant, but i wonder what the average laptimes are of the people who post that this is a huge step forward, at slow speeds everything looks and feels allright, but when i pushed the bike to its limits the exact same problems showed just as worse as in Beta5, some behaviour of the front wheel was even more random and weird then before. The only thing that has really improved is the excessive wheelying.

Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 12:48:13 PM
Quote from: Hawk_UK on October 30, 2014, 12:22:12 PM
Respawn: I've noticed that now when you fall off you can respawn almost straight away(even though other riders are close by), and have also noticed that it respawns you in the centre of the track which because there is now no waiting for other close riders to pass before the respawn(which can be a good thing at times), this can also often create a situation were the rider is respawned right into the path of a rider on track.
I personally feel the respawn point should have been offset so that the rider will always respawn off the side of the track surface so that other riders have a chance of avoiding a rider spawned to come back on track. So I see this as a great idea but badly implemented.  ;)
I'd say that what matters is if it's on the trajectory or not ... sometimes the center of the track is the "safest" spot to respawn on.
If riding on grass/sand is now easier, I'm even more in favor of respawning off the track, not on it.

MaX.
Title: Re: GP Bikes beta6b
Post by: Hawk on October 30, 2014, 01:12:26 PM
Quote from: HornetMaX on October 30, 2014, 12:48:13 PM
Quote from: Hawk_UK on October 30, 2014, 12:22:12 PM
Respawn: I've noticed that now when you fall off you can respawn almost straight away(even though other riders are close by), and have also noticed that it respawns you in the centre of the track which because there is now no waiting for other close riders to pass before the respawn(which can be a good thing at times), this can also often create a situation were the rider is respawned right into the path of a rider on track.
I personally feel the respawn point should have been offset so that the rider will always respawn off the side of the track surface so that other riders have a chance of avoiding a rider spawned to come back on track. So I see this as a great idea but badly implemented.  ;)
I'd say that what matters is if it's on the trajectory or not ... sometimes the center of the track is the "safest" spot to respawn on.
If riding on grass/sand is now easier, I'm even more in favor of respawning off the track, not on it.

MaX.

Absolutely... Riding on the grass and sand is very much easier now(in that you don't automatically fall off, and now bogs your speed down and has a big initial tyre grip performance penalty when back on track), so respawning on the grass at the side of the track would be the better option. I know it's not always as simple as that because what about tracks that have a wall as the outside of the track? But maybe there needs to be further thought into managing respawned riders? Even the thought of respawning back in your pit garage if you now fall off, especially now that we don't automatically fall off with this new sand/grass effect on the bikes? Once the front end instability is sorted out I personally think the respawn back into the pits would be a good idea, but not quite yet.  :)

But at the moment the respawn is now so fast after a fall that you could just appear out of the blue directly in front of the rider behind. This happened to Klax when I respawned last night, he had no chance of avoiding me at all. Lol

Hawk.
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 01:23:05 PM
Quote from: Hawk_UK on October 30, 2014, 01:12:26 PM
But at the moment the respawn is now so fast after a fall that you could just appear out of the blue directly in front of the rider behind. This happened to Klax when I respawned last night, he had no chance of avoiding me at all. Lol
Didn't notice that in the (short, to be honest) online test I did yesterday. What do you mean with "respawn is now fast" ?
From what I've seen yesterday, if a rider was arriving at the spot where you should respawn, you still have to wait for him to be gone before you can respawn.

MaX.
Title: Re: GP Bikes beta6b
Post by: Alibaskins on October 30, 2014, 01:26:07 PM
Same problem 2 times for me yesterday.
Title: Re: GP Bikes beta6b
Post by: HornetMaX on October 30, 2014, 01:35:36 PM
OK, maybe it's worth to open a new topic with all the potential bug/unexpected behaviors of beta6b (except physics, I mean).

MaX.
Title: Re: GP Bikes beta6b
Post by: Yohji on October 30, 2014, 01:42:16 PM
@piboso I have problem.
it's realtime changing Eg Mapping My mod have 5step Engine braking maps. When I change brakingmaps when I riding. Core crash....

please fix it...
Title: Re: GP Bikes beta6b
Post by: r1rossi on October 30, 2014, 02:31:31 PM
I struggled alot in Beta5b with front end wobble,,

After about 2hrs last nighto f play, I am very happy with the way it is in beta6b,

Seems alot more stable and I adjusted the advanced settings and so far so good.
Title: Re: GP Bikes beta6b
Post by: doubledragoncc on October 30, 2014, 02:37:15 PM
As a hater of gamepads, but being stuck without my own controller, l find this a huge improvement on 5b even without any setup at all. The front end still washes out when it should not and the tank slappers are too profound still but still a great improvement. GREAT work Piboso thank you.

DD
Title: Re: GP Bikes beta6b
Post by: EdouardB on October 30, 2014, 03:40:43 PM
So far I've only played for about 30 mins on the 990 and the 500.

Things that I like very much:
- The improved graphic details,
- The rear end feel overall,
- The view, the dashboard, lots of refined details...
- How Piboso keeps us informed of the progress more than before :)
- The overall effort put into this.

Things that I like overall but could be improved:
- The new rider animations. But the rider really needs to take his upper body and his head down to the side. Only beginners have that type of body positioning at the racetrack.
- The fact that you don't automatically crash when you touch grass or gravels. However I feel like grass and especially gravels have less grip in real life. The reality stands between 5b and 6b for this.
- Also when you get back on the track I feel like the grip is too low, it's not that bad in real life (I've been in the grass many times :D)

Things that I dislike:
- How unpredictable the front end is. It sometimes grip, sometimes doesn't, it's very hard to understand, the grip is much better in real life and more importantly the loss of front end grip is much more progressive in real life (unless you are braking like a mad man).
- The front end wobbles are just exagerated and the biggest problem I have is that when I change the setup to improve that (the same kind of setup that actually works in real life) it doesn't really improve.
- Respawn in the middle of the track.

Things that I absolutely hate:
- Core.exe
Title: Re: GP Bikes beta6b
Post by: yoshimura on October 30, 2014, 03:46:51 PM
piboso why the pilot's head, does not play the role of pendulum  in curves, the overall balance feels unbalanced thanks.
Title: Re: GP Bikes beta6b
Post by: SwarleyRuiz on October 30, 2014, 03:47:09 PM
Thank you Piboso  :D
Title: Re: GP Bikes beta6b
Post by: Hawk on October 30, 2014, 04:31:37 PM
Quote from: HornetMaX on October 30, 2014, 01:23:05 PM
Quote from: Hawk_UK on October 30, 2014, 01:12:26 PM
But at the moment the respawn is now so fast after a fall that you could just appear out of the blue directly in front of the rider behind. This happened to Klax when I respawned last night, he had no chance of avoiding me at all. Lol
Didn't notice that in the (short, to be honest) online test I did yesterday. What do you mean with "respawn is now fast" ?
From what I've seen yesterday, if a rider was arriving at the spot where you should respawn, you still have to wait for him to be gone before you can respawn.

MaX.

When I fell off at Mugello, I could hear Klax's engine(sounded pretty close to me), anyway I pressed reset to respawn on track(bang on his line) and within a sec of appearing he'd hit me right up the ass... He didn't stand a chance. Boy did he fly! Hehe.
That's how quick the respawn is from my test.

Hawk.
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 30, 2014, 05:27:17 PM
i would like to know how i can erase this game complety.

i know there is the normal installfolder (bikes, track, etc.) and the folder "PIBOSO" in the documents.

BUT there must be more, did not found anything in the register (regedit) and there must be more, otherwise i cant explain that freaking installationbugs that i have with beta6b.

e.g.:
if i use my old gamepath (c:/games/gp bikes/) my rider has got no helmet, he got a half face but no helmet. no mods or anythings else is installed.

that problem can be "fixed" by using an alternative, new path e.g. c:/gp bikes/. than my rider got a helmet but no name anymore. and yes i created a new profile and deleted the "unnamed profile".

i started with beta4b and i never have had any strange things like that.
would be nice if you would comment this, piboso. its very frustarting to get no answer about that.
Title: Re: GP Bikes beta6b
Post by: WALKEN on October 30, 2014, 05:35:10 PM
Try a search for GPBike/Piboso files in your PC. Or,

http://www.piriform.com/ccleaner

Run the reg cleaner. 
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 30, 2014, 06:04:35 PM
problem solved. dont know how, reinstalled it 3 times in the last 15min. maybe it was the cc cleaner.
thx walken but strange anyway...

€:
now i did 6 or 7 laps and:
- the ridermovement is now total strange, first what the ... is his head doing while going into a turn? i use manual rider movement.
- why am i unable to hang off when going into a 200km/h corner? i think the ridermovement or style or whatever is so as it is not very realistic, 5b was better for me.

- the front has in my opinion now a bigger problem as in beta5b.
- i got a lot of grafic bugs on victoria and a core.exe after doing 7 laps

Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 07:06:32 PM
As soon as you start pushing on for a good lap the bike turns into a sack of shit..

How long until next update?

Title: Re: GP Bikes beta6b
Post by: janaucarre on October 30, 2014, 07:24:23 PM
Hi,
I feel that you have not tried the same game as me:(
I really have no more front end problem in slow corner with the murasama.
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 30, 2014, 08:04:04 PM
Quote from: BOBR6 84 on October 30, 2014, 07:06:32 PM
As soon as you start pushing on for a good lap the bike turns into a sack of shit..

How long until next update?
+1
Title: Re: GP Bikes beta6b
Post by: Alibaskins on October 30, 2014, 08:09:09 PM
I have a lot of problem with front end on a lot of tracks now. New Aragon for exemple is a big problem, i'm down on multiple turn.

The bike isn't stable. Rear tyre move a lot during braking. Same thing on full throttle.

We have lose feeling with rear tyre. It was very good on beta5, but now i can't slide during braking.

I can be fast, but it's not very pleasant now.

Core.exe crash are always presents, and there is no groove.
Title: Re: GP Bikes beta6b
Post by: JamoZ on October 30, 2014, 08:24:06 PM
Quote from: Alibaskins on October 30, 2014, 08:09:09 PM
I have a lot of problem with front end on a lot of tracks now. New Aragon for exemple is a big problem, i'm down on multiple turn.

The bike isn't stable. Rear tyre move a lot during braking. Same thing on full throttle.

We have lose feeling with rear tyre. It was very good on beta5, but now i can't slide during braking.

I can be fast, but it's not very pleasant now.

Core.exe crash are always presents, and there is no groove.

Here we go, again one of the faster people reporting negative experiences with the new beta. Like i said before, the new beta is fine if you`re just riding along the track having fun. But when you`re putting the hammer down and pushing the bike to the limits, it`s just not fun anymore. It`s either going around corners like you`re driving on eggshells or just watching and waiting for something random to happen to mess up your lap.

Title: Re: GP Bikes beta6b
Post by: Mac on October 30, 2014, 08:55:03 PM
I tried 500cc on Victoria in the afternoon.
Man, sometimes it's like riding a angry donkey.. It tries to kill you on every full-throttle-low-leaning angles pushing on rear like a mad.
I assume that it's all about a good setup.
Front end is a lot more stable on slow corners, i haven't got enough feeling but it's more forgiving.

On Murasama TC and Anti-wheeling on high levels are not so usable: when a wobble starts the electronic brain cuts engine power with no progression and things get worse (more wobble).

Inputs need to be applied very slowly which is not bad.
Title: Re: GP Bikes beta6b
Post by: -aGy- on October 30, 2014, 09:02:08 PM
too much wobble and insane things happens when you are on a hotlap. on beta5b i use only wss600 so cant really compare but its not fun when driving murasama on the limit(3s slower)than fastest guy. :( waiting wss600 :-\
Title: Re: GP Bikes beta6b
Post by: Reactive on October 30, 2014, 09:08:12 PM
Definitely i like beta 6 much more, than 5b. Of course, a lot of things to work on (more wobbling and still no realised forcibly reset bike after crash; may be bike too stable now (on the grass and sand))... But now its not ashamed to recommend this game to anothers.
I can`t speak for everyone, but this is very close to what i was expected.
Title: Re: GP Bikes beta6b
Post by: Mac on October 30, 2014, 09:10:47 PM
Wss600 is already updated. Check italian forum..
Title: Re: GP Bikes beta6b
Post by: -aGy- on October 30, 2014, 09:16:23 PM
Quote from: Mac on October 30, 2014, 09:10:47 PM
Wss600 is already updated. Check italian forum..

thx
Title: Re: GP Bikes beta6b
Post by: JJS209 on October 30, 2014, 09:20:39 PM
in summary all fast guys say it has not improved and every feeling is gone.


we already had a lot of problems in 5b, but now all old problems are bigger than before and we got new problems e.g. wrong and irritating rider movement, grafic bugs (maybe just for me, but i dont think so).

i wait for an update, this is not playable for me right now.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 30, 2014, 09:29:35 PM
Id like to try the 600's!

Id like to hear what _oDi_ and GPBitalia thinks too?
Title: Re: GP Bikes beta6b
Post by: -aGy- on October 30, 2014, 09:31:00 PM
i love wss600 like always
Title: Re: GP Bikes beta6b
Post by: PeterV on October 30, 2014, 09:43:36 PM
Quote from: Alibaskins on October 30, 2014, 08:09:09 PM
I have a lot of problem with front end on a lot of tracks now. New Aragon for exemple is a big problem, i'm down on multiple turn.

The bike isn't stable. Rear tyre move a lot during braking. Same thing on full throttle.

We have lose feeling with rear tyre. It was very good on beta5, but now i can't slide during braking.

I can be fast, but it's not very pleasant now.

Core.exe crash are always presents, and there is no groove.

agree 100% with you i feel the rear too loose as well, and full throttle the same wobbles even worse.
Groove dont know did not pay much attetion but i saw marbles build up during qualifying. il do a test session with groove multiplier to check it this weekend no time now.
Title: Re: GP Bikes beta6b
Post by: ghostchild on October 30, 2014, 09:56:10 PM
I'm having core.exe offline in different tracks (jerez, aragon..), never had before with other betas   :(

Too bad...the feeling with the bike was good for me
Title: Re: GP Bikes beta6b
Post by: Hawk on October 30, 2014, 10:24:22 PM
To me, correcting setups are making a big different than the default setup on bike..... I still haven't mastered what everything does in this beta's bike setups(seems to change characteristics on every beta), and some things have been dumbed down greatly from what they were in beta 5b(like the springs on the 500 Varase. I'd like to know why that is?).
But altering the setups are making a difference for my riding style.  :P

Hawk.
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 31, 2014, 12:44:00 AM
Ok.. Now I feel guilty for the negative comments..

The guy has obviously put in a tonne of work to get beta6/6b out to us!

Maybe piboso could take a couple of really fast guys in future to help test the work before releasing to the rest of us?

I know all of us are in effect the beta testers but to get direct feedback would be much better..

(not my idea)
Title: Re: GP Bikes beta6b
Post by: FastFreddy on October 31, 2014, 01:05:09 AM
This beta is really good for different point of view i think,but unfortunately,all the bikes have small annoying problems that ruining the driving experience,but I think and hope that they are easily solved in the future.WSS are still good.
I look forward to beta7! ;)
thx Piboso
Title: Re: GP Bikes beta6b
Post by: Hawk on October 31, 2014, 01:23:42 AM
Quote from: BOBR6 84 on October 31, 2014, 12:44:00 AM
Ok.. Now I feel guilty for the negative comments..

The guy has obviously put in a tonne of work to get beta6/6b out to us!

Maybe piboso could take a couple of really fast guys in future to help test the work before releasing to the rest of us?

I know all of us are in effect the beta testers but to get direct feedback would be much better..

(not my idea)

Negative comments are part and parcel of any beta development. I'm sure Piboso expects it to a certain degree. However negative comments which are not also informative or constructive serve no purpose at all.
So if I was a developer I would welcome all honest comments so long as they told me what it was that they liked and also what it is they disliked and what is was that they preferred rather than what I presented to the community.

There are bound to be more, hopefully constructive, negative comments than positive, at least until the beta is at a stage were it is nearly finished. I mean the day when everyone or nearly everyone is telling Piboso that GPB is fantastic and perfect is the day he should decide to publish the GPB 1.0. version and really start to promote it. This pot of gold would beat the MotoGP  series hands down easily! So come on Piboso, this is a good step forward, but please crack on and get this amazing sim fully finished before that window of opportunity closes. ;)

Hawk.

Title: Re: GP Bikes beta6b
Post by: gareng on October 31, 2014, 02:12:41 AM
I first try beta 4b, an it took a lot of practicing, then came beta 5b and when I tried it feels completely different and I took me a lot of hours practicing just to feel comfortable when controlling bike. When I tried beta 6b, "I said , "anj**ng,  the bike feel different again", and what is direct steer?, as I open the throttle out of corner the bike keep falling.  the I set direct steer to zero,  the bike wont' stand up after I leaned it. Any suggestion? :)

ps: I am a noob
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 31, 2014, 02:26:29 AM
Quote from: gareng on October 31, 2014, 02:12:41 AM
I first try beta 4b, an it took a lot of practicing, then came beta 5b and when I tried it feels completely different and I took me a lot of hours practicing just to feel comfortable when controlling bike. When I tried beta 6b, "I said , "anj**ng,  the bike feel different again", and what is direct steer?, as I open the throttle out of corner the bike keep falling.  the I set direct steer to zero,  the bike wont' stand up after I leaned it. Any suggestion? :)

ps: I am a noob

I would leave it at 15%..

And yes.. Each beta feels completely different which confuses the hell out of me..

I played 5b the most and it became realistic to me but ideally id like beta3 with the lean angle rev change and a little bit more feel. It was a good base to tweak!
Title: Re: GP Bikes beta6b
Post by: gareng on October 31, 2014, 02:41:49 AM
Quote from: BOBR6 84 on October 31, 2014, 02:26:29 AM
Quote from: gareng on October 31, 2014, 02:12:41 AM
I first try beta 4b, an it took a lot of practicing, then came beta 5b and when I tried it feels completely different and I took me a lot of hours practicing just to feel comfortable when controlling bike. When I tried beta 6b, "I said , "anj**ng,  the bike feel different again", and what is direct steer?, as I open the throttle out of corner the bike keep falling.  the I set direct steer to zero,  the bike wont' stand up after I leaned it. Any suggestion? :)

ps: I am a noob

I would leave it at 15%..

And yes.. Each beta feels completely different which confuses the hell out of me..

I played 5b the most and it became realistic to me but ideally id like beta3 with the lean angle rev change and a little bit more feel. It was a good base to tweak!

but why the bike keeps falling? I don't use direct steer on previous beta,
Title: Re: GP Bikes beta6b
Post by: BOBR6 84 on October 31, 2014, 03:18:07 AM
I use direct lean off too.. 15% seems to be the standard setting the same as direct lean off. 0% is far too slow.

I have no idea why the bike falls.. Sorry  :-\
Title: Re: GP Bikes beta6b
Post by: -aGy- on October 31, 2014, 04:25:14 AM
Quote from: gareng on October 31, 2014, 02:12:41 AM
I first try beta 4b, an it took a lot of practicing, then came beta 5b and when I tried it feels completely different and I took me a lot of hours practicing just to feel comfortable when controlling bike. When I tried beta 6b, "I said , "anj**ng,  the bike feel different again", and what is direct steer?, as I open the throttle out of corner the bike keep falling.  the I set direct steer to zero,  the bike wont' stand up after I leaned it. Any suggestion? :)

ps: I am a noob

i use 100%
Title: Re: GP Bikes beta6b
Post by: yoshimura on October 31, 2014, 08:06:50 AM
the problem of loss before, the problem is on the output of the knee, as there is an imbalance, uncheck the AUTOMATIC RIDER L/R LEAN.piboso watch it please,thank .
Title: Re: GP Bikes beta6b
Post by: ghostchild on October 31, 2014, 09:00:42 AM
Quote from: ghostchild on October 30, 2014, 09:56:10 PM
I'm having core.exe offline in different tracks (jerez, aragon..), never had before with other betas   :(

Too bad...the feeling with the bike was good for me

Yesterday I was online with WSS, track Aragon: 1 core.exe after 50 minutes.
Offline, Aragon: core.exe after 1-2 laps..  :o  Any idea??  never had core.exe offline with other betas.
Thanks  :)