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May 08, 2024, 01:52:31 PM

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World Racing Series beta14 available! :)


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Messages - sandman^kfmf

1
General Discussion / Re: Virtual Bike Controls
April 22, 2016, 11:45:11 AM
Of course! You can use it as You need. :)
2
General Discussion / Re: Virtual Bike Controls
April 22, 2016, 11:30:51 AM
Sure.
I have a permission of creator for conversion. :)
3
General Discussion / Re: Virtual Bike Controls
April 22, 2016, 11:17:26 AM
Quote from: Napalm Nick on April 22, 2016, 08:14:03 AM
Looks like you did a nice conversion on that track! Can we have a go?  ;D

Sure. ;)
Second video have a link to track download (before I have forgoten to add ecription key - so now added and download will work).
Only, now I don't remember, have I added a replay cameras in this version, or no.  :-\ I will reupload track with cameras today at evening.
4
General Discussion / Re: Virtual Bike Controls
April 22, 2016, 07:38:45 AM
If virtual driver, reacts exactly to my control input, when it's my fault. :) On flat track surface (no uphill at turn direction change) this issue occurs only if I try to pull bike as fast as I can (IRL of course this is physically impossible). This video I have made with unnecessary quick bike lean back to upright position and this is result. Yesterday I have enabled 100% smoothing on both lean part of control, to make handlebars move more like IRL - slower. Tried a few laps, and now controls is much more smoother in all "dangerous" parts of track. ;) But for now, my track have a few very high uphill parts where "rider eject" bug occur (for now this can be avoided without driver leaning left/right).
Here is my track videos:
https://www.youtube.com/watch?v=iZ27jj0FXTU
https://www.youtube.com/watch?v=BLyVRIL9yCM
Thanks for help and comments!
5
General Discussion / Re: Virtual Bike Controls
April 21, 2016, 07:54:10 PM
Quote from: vin97 on April 21, 2016, 05:59:52 PM
Sorry, I didn't read the whole thread but is this in any way connected to a dual axis handlebar controller (input via direct steer, lean angle output only)?

Sorry mate, looks like I have mixed the subject "Virtual Bike Controls" with "Virtual Rider Controls"  :-[ My fault.
6
General Discussion / Re: Virtual Bike Controls
April 21, 2016, 07:50:37 PM
Looks like HornetMaX You were absolutley right about steering to quick. :)
This video at 0:30 second explains everything about "why I can't standup some times at higher speed". :D
https://www.youtube.com/watch?v=PBC-qYGgk-I&feature=youtu.be
The virtual driver just tries to turn the handlebars to fast. And it does his job very good. :D
BTW, after some time studying my replays, I have found in my track (I'm driving in my local track, in Lithuania - Nemuno ziedas, converted from rFactor) that famous "rider eject" bug on turn what has raised a question about lowsides. Because i'm playing a game in cockpit view, i have never see it clear in real time action.
7
General Discussion / Re: Virtual Bike Controls
April 21, 2016, 02:10:56 PM
I will try to make a video in slowmo. Because I might be wrong, but this LtoR and RtoL wheel moves with standard control looks for me very strange and i think this can be the only cause for this type of lowside (when i'm 101% sure what i'm accelerating more than enough).
8
General Discussion / Re: Virtual Bike Controls
April 21, 2016, 01:25:10 PM
Yes, from some point of view, You are right about countersteering. Steering to left makes a bike travel to right.
But countersteering as one component is a little bit more complex when just pulling wheel to left, to drive to right and vice versa. Pulling handlebars is just first part of a job. :) It's like to say what E=mc^2 is incomplete because:
https://www.youtube.com/watch?v=NnMIhxWRGNw
:)
But back to the point.
Here is a definition from wiki about countersteering:
When countersteering to turn left, the following is performed:
1. A torque on the handlebars to the right is applied.
2. The front wheel will then rotate about the steering axis to the right and the tire will generate forces in the contact patch to the right.
3. The machine as a whole steers to the right
4. Because the forces in the contact patch are at ground level, this pulls the wheels "out from under" the bike to the right and causes it to lean to the left.
5. The rider, or in most cases the inherent stability of the bike, provides the steering torque necessary to rotate the front wheel back to the left and in the direction of the desired turn.
6. The bike begins a turn to the left.

And You are talking just about first two sentences. But where is 4 more. :) So, the problem is, what virtual driver is using all this points in every situation where is need to make a steering to one, or another side. Driver is leaned at maximum angle to LEFT, and he tries to make countersteering with RIGHTtoLEFT move once more and ends with lowside because where is no room for first two-three steps. When IRL, a lot of times, we are using only fifth one. If we have a bike leaned to maximum angle and want to stand bike back, we just pull left handlebar (or push right one) - turn to LEFT. Where is no need to make this RIGHTtoLEFT move, because where is no room for another LEFT, just RIGHT to standup from leaning. :)
I hope You understand what I'm talking about. :D
9
General Discussion / Re: Virtual Bike Controls
April 21, 2016, 10:52:40 AM
I want to share my observation ant practice when playing GPBIKES with analog gamepad and driving motorcycle IRL.
This time I want to talk about our virtual driver partner ingame and his actions (some times very strange actions :D) when we are turning bike ingame as usualy - with no direct steering. You just bend your analog stick to one, or another side and your virtual driver makes this barely seeing handlebars movement LITTLE LEFT AND WHEN RIGHT or LITTLE RIGHT AND WHEN LEFT. This is nice - countersteering example like from physics book. :) We all know, what countersteering according to wiki is used by single-track vehicle operators, such as cyclists and motorcyclists, to initiate a turn toward a given direction. IRL of course.
But where is one BUT in our game.
If I drive a bike on highway in upright position (IRL of course) at higher speed and i want to travel from right part of lane to a left part, I don't use countersteering. I just push left handlebar FROM me (or pull right one TO me) and my bike smoothly travels to a road part, where I want to go - to left part of my lane. In short - I just turn wheel to right, but bike smoothly travels to left.
But in GPBIKES this is not working. Virtual driver always makes his jerky movement (LR or RL) when he tries to initiate countersteering in every situation when I want to change my direction. When bike is more or less upright, this sometimes only ends with bigger or smaller front wheel wobbling or very sexy wheel jerking. :D But, a problem occurs when a bike is in a corner at his full lean angle. Particularly then track is changing from more or less flat, to a uphill. For example. My bike is at his full lean angle to left side (I'm approaching a left corner) and after this left turn, where is another - right turn (let say - this is an "S" shape turns). So, at my full left side lean, when I approaching a right turn, I try to lean a bike to a right side with analog stick moving from full left, to right, but ingame virtual driver makes his countersteering movement (first a little bit left and when to the right) and my left lean turn ends with a nice lowside because at full lean angle to left, this "a little bit more left" is critical. :(
So a question is, what to do with situation's like this? :)