PiBoSo Official Forum

GP Bikes => General Discussion => Topic started by: PiBoSo on October 31, 2014, 11:56:11 AM

Title: GP Bikes beta6c
Post by: PiBoSo on October 31, 2014, 11:56:11 AM
GP Bikes beta6c released:
http://www.gp-bikes.com/?page=downloads

Changelog:
fix: on-track ECU setting
Title: Re: GP Bikes beta6c
Post by: Yohji on October 31, 2014, 12:12:12 PM
thx Piboso! great work! thank you! :D

hmmmm, rider move speed decreace? direction cahnge speed is slower than 6b.
Title: Re: GP Bikes beta6c
Post by: JJS209 on October 31, 2014, 01:27:09 PM
why is it not possible to put out the knee when accelerating with a speed over 180 km/h? there is no way now to put the knee down on high speed turns and the stability of the bike is not cool without a rider who is able balances the forces. (because he is doing nothing... :-\) ((manual rider movement))
Title: Re: GP Bikes beta6c
Post by: yoshimura on October 31, 2014, 02:28:33 PM
thank  piboso, before much more stable less loss, something changed?
Title: Re: GP Bikes beta6c
Post by: matty0l215 on October 31, 2014, 02:33:40 PM
Thanks for the update  :)
Title: Re: GP Bikes beta6c
Post by: SwarleyRuiz on October 31, 2014, 02:50:46 PM
Thanks You Piboso!  :D
Title: Re: GP Bikes beta6c
Post by: janaucarre on October 31, 2014, 03:13:45 PM
Thx
Title: Re: GP Bikes beta6c
Post by: Hawk on October 31, 2014, 03:31:40 PM
Nice one..... Thank you Piboso. ;)

Hawk.
Title: Re: GP Bikes beta6c
Post by: Jose Reina on October 31, 2014, 03:44:00 PM
Because you can not stop the bike well when this vertical? is therefore impossible to lift the rear wheel ... and even more if you add the loss of rear wheel traction, braking rush makes it nearly impossible.

Just to brake hard, accelerate ... appears not by the power of the bike, but for the little stability that has the front wheel, the tremors and it is impossible to stop the front wheel glued to the asphalt.

I understand that the front wheel is lifted by the power of the bike, but after a certain angle, it is very difficult to follow up the bike since the speed and inertia of the bike tend to fall to the ground. However, in the gpbikes, when passing an angle, instead of dropping the bike, stands up more, which is not real. Not to mention that when the front wheel hits the ground, instead of absorbing the blow, bounce and makes lifting the bike more.

These are things that I believe to be correct, because for many people (which include myself) make after 10 minutes of play, you want to send the game to shit.

Really, if these things were corrected for the vast majority of the play we feel like the game would be a real blast.
Title: Re: GP Bikes beta6c
Post by: tonygas on October 31, 2014, 04:50:04 PM
Thank you very much for the update.

I agree in what you say Jose Reina, instability of the front wheel is something that needs to be corrected. Not allowed to ride fast. The inclination of the pilot turns too fast and the movement of the pilot's head should be made ​​within the curve, and the current drivers. Now you have an old style to Dohaan.
Title: Re: GP Bikes beta6c
Post by: ghostchild on October 31, 2014, 09:38:48 PM
Core.exe offline, never had before with other betas!! I can't do even a lap... Any idea please??  :(
Title: Re: GP Bikes beta6c
Post by: Reactive on November 01, 2014, 08:21:54 AM
It was a first time, when i had ride 50+ laps on one track.

Title: Re: GP Bikes beta6c
Post by: PeterV on November 01, 2014, 09:16:16 PM
Been riding Beta6c with the 600 mod from GP Bikes Italia and i must say its not too bad with these bikes.
I have more problems when riding the 500 varese. (thats another story)


- That aside i wante too say that the respawn on the middle of the track is a real danger, collisions waiting to happen.
In my opinion it would be better to re(set) spawn close to the track but on the grass, you can easily look around and join the action when its safe to do so.
I do like the fact you can miss youre braking go off track and rejoin, although keeping on the full front brake when going on too the off track surface the bike just stays up which is not realistic ofc.


- I also noticed that the sightninglap went from 5 min. too 7 min in duration, why? and can this be shortend?


- Rider model is defo M. Doohan no doubt about it, i thought the new rider was based on Marquez?
Any how the leftarm (clutch) sometimes behaves weird, it sort of flaps around moving from top to bottom, looks like its trying to get his bearing or initial anim position.


- Like the rpm red light and pit limiter blue light lightning up in the speedo, nice touch.
Title: Re: GP Bikes beta6c
Post by: Klax75 on November 01, 2014, 09:37:34 PM
I really like Beta 6c, in DST there have been a lot of improvements. The handle bars will stay level not fall to one side or another. So you can actually walk the bike and steer easily. In low speed hair pins the bike is a lot more stable. So you can take the turn smoother then before.

Only thing I'm not to crazy about is the new rider. It looks like the model was squished slightly so he looks like of short and wide. For me on the bikes he looks slightly to big to be on the bikes. Another thing his riding style looks like it was ripped out of Mick Doohan races. It's a very old school riding style. He will kick his knee out, but his head, chest and arms will stay relatively behind the wind screen. With only his knee and butt hanging off the bike. Like they did in the early 90's, Makes it look odd on the new bikes. The old rider I preferred much more his riding style he would hang off the bike more and at times his head would be to the side of the windscreen as in reality of a modern rider. Wish we could choose between them. The older rider was a skinny guy and seemed more proportioned to the bike.
Title: Re: GP Bikes beta6c
Post by: tseklias on November 01, 2014, 09:49:21 PM
im getting so much core errors. does anybody know whats going on?
Title: Re: GP Bikes beta6c
Post by: Yohji on November 02, 2014, 07:35:20 AM
anyway, I hope choice some riding form,,, or editing riding form, in order to each rider take different form  :)
Title: Re: GP Bikes beta6c
Post by: HornetMaX on November 02, 2014, 09:20:50 AM
Quote from: ptrshpt on November 02, 2014, 06:38:30 AM
In Beta6 WIP deleted topic PiBoSo said something about his meeting with Mick Doohan and a surprise that some users may like. Maybe this is the surprise: Mick Doohan riding style.
No, the surpprise was something else (Rift support).

Quote from: ptrshpt on November 02, 2014, 06:38:30 AM
Why PiBoSo is ignoring so many users who want the old riding style back, is beyond me.
How do you know he's ignoring that ?

MaX.
Title: Re: GP Bikes beta6c
Post by: Hawk on November 02, 2014, 09:45:46 AM
Quote from: ptrshpt on November 02, 2014, 06:38:30 AM
Why PiBoSo is ignoring so many users who want the old riding style back, is beyond me.

It's not that we want just the old rider back.... I personally like the new rider(except for the stiff bolt straight arms during the wheelie animation), but I'd also like the old rider back as an option for users to be able to select from the rider style drop down menu. That's the only thing that surprised me, in that Piboso didn't include the old rider and style as an optional extra.  :)

Talking to PeterV on being able to MOD our own riders, he suggested, and I agree with him too, that maybe the rider model is intertwined in a more complex way with the operation of the virtual rider/bike operation than we know? Maybe that is why Piboso hasn't allowed us to MOD riders of our own as yet?
It would be good to have some knowledge released on this subject to satisfy our curiosity and hopes to be able to MOD our own riders in a future beta release of GPB, though it's certainly not in my mind an immediate priority(would rather the core.exe problem be sorted out first) .  ;)

Hawk.

PS: I can only presume, with the rider style menu already implemented into GPB, that Piboso does have it in mind for us to be able to create our own MOD rider models and styles in a future release.  ;D
Title: Re: GP Bikes beta6c
Post by: JJS209 on November 02, 2014, 10:28:43 AM
its ok for me that implenting the new physics stuff will bring up new problems with e.g. the frontstability, much more core.exe's, that in this beta every underground is like asphalt and stuff like that but...

what happend to the ridermovement?
at first the animation: the rider moves to the left if i am going to take a turn in right direction?!!?! the manner of the rider is total confusing me and just not real.
the second and much more problematical thing is that there is now no way to hang the rider beside the bike if you have a speed over 180 km/h and that causes big issues to the stability for me who is using manual rider movement.

in my personal opinion this beta is maybe on the physical view a big improvement regarding real values and e.g. the flexible frame BUT Beta5b was playable and you could have had fun on the track going to the limits, what is simply not possible in this new version for me.

this new rider is such a big problem for me that i could not play that lovely game in this version. i am really upset and frustarted with it.
piboso please update the rider or implement the old style to make it possible to me to support your really good and outstanding game in the future, please!!



Title: Re: GP Bikes beta6c
Post by: yoshimura on November 02, 2014, 10:55:53 AM
hands and forearms tremble when the bike takes the angle :-\
Title: Re: GP Bikes beta6c
Post by: davidboda46 on November 02, 2014, 03:11:08 PM
My 2 cents on Beta 6c (Murusama 990)

The biggest problem, as discussed by many, is still the front. Weird behaviors:

* At low speeds the front start shaking as soon as you a little lean on the bike. It is very noticeable when you have force feedback on (wheel, or rather my homemade steering rig), but you can also see the handlebars shaking.

* Low speed loss of front, the same problem that has been around for ages. Usually in banked hairpins or sharp corners that requires lot of lean angle, like the bottom of Lukey heights.

* Pushing the front in high speed corners. I feel it's more present than in previous betas. You go into the corner and can't hold the trajectory. Once wide it also seems harder to get back to the trajectory, even if you reduce the throttle.

* Front end wobble under braking. Don't remember having this problem in the past. The front starts to wobble when you apply the brakes and it just gets worse, even if you reduce the brake pressure. It's like a tank slapper but due to braking... very strange.

* Bike becomes unstable when going from left lean to right, and vice versa. Feels like the instability occurs at the short moment the bike is upright before leaning over to the other direction.   
* Front still to light in my opinion. I don't use TC or AW. The front still lifts in 5th-6th gear going on to the straight on Victoria circuit.

* Bike becomes extremely unstable when shifting gear without reducing the throttle.

* Rider animations and body positioning feels off (as other already pointed out).

* Still don't have AW setting option on the bike. Just engine map and TC. 

My thoughtS on development priority:

* The front end problem should be the main focus. If the rider animation/behavior is affecting that it should also be addressed. Otherwise I really don't care if the rider looks like he's Doohan and not Marquez. If it's just a matter of esthetics, it can be put on the backburner  for now.

* I haven't had any Core.exe, but if that is still a problem, it should also be the main focus.     

THESE ARE MY PERSONAL OPINIONS, AND THEY ARE IN NO WAY MENT TO OFFEND PIBOSO OR TO DOWNGRADE THE WORK THAT HAS BEEN PUT INTO GP-BIKES UP UNTIL THIS POINT. MY COMMENTS ARE MENT TO HELP THE DEVELOPMENT OF THE GAME AND TO MAKE GP-BIKES BETTER. IT'S JUST CONSTRUCTIVE CRITISISM. 

Cheers.

/David "Gonzo" Boda #46
Title: Re: GP Bikes beta6c
Post by: Hawk on November 02, 2014, 05:43:31 PM
Quote from: yoshimura on November 02, 2014, 10:55:53 AM
hands and forearms tremble when the bike takes the angle :-\

That's because the handlebars shake like mad when taking certain corners, especially slow tight bends and corners with cambers or height differences.  This usually happens just before the front end washes away. ;)

Hawk
Title: Re: GP Bikes beta6c
Post by: Vini on November 02, 2014, 06:00:21 PM
Quote from: Hawk_UK on November 02, 2014, 09:45:46 AM
Quote from: ptrshpt on November 02, 2014, 06:38:30 AM
Why PiBoSo is ignoring so many users who want the old riding style back, is beyond me.
That's the only thing that surprised me, in that Piboso didn't include the old rider and style as an optional extra.  :)

This
Title: Re: GP Bikes beta6c
Post by: r1rossi on November 02, 2014, 09:46:25 PM
I am getting core .exe every time I finish one lap.

Frustrating.

On SPA , Catalunya, Mugello , and Aragon.

Any help would be nice.
Title: Re: GP Bikes beta6c
Post by: Hawk on November 02, 2014, 10:36:31 PM
Quote from: r1rossi on November 02, 2014, 09:46:25 PM
I am getting core .exe every time I finish one lap.

Frustrating.

On SPA , Catalunya, Mugello , and Aragon.

Any help would be nice.

Even with the core.exe problem present in GPbikes you shouldn't be getting core.exe's that often unless your just very unlucky...... Sounds to me like you could have a phone line that's not sync'd properly? Ask your phone company to test your line for noise and synchronisation.  ;)

You haven't got any of the old bike or helmet MODS from beta 5b installed have you? If so then delete them, they are of no use now until you download the new updated versions when they become available.

Uninstall any current MODS that work with beta 6c and run GPBikes with just default bikes and see if you still get the same problems; if not then you know what's causing the problem for you.

The only other things you could try are a system reg-clean and clean your system with ccleaner also.

Hope this helps.  ;)

Hawk.
Title: Re: GP Bikes beta6c
Post by: Oriol on November 03, 2014, 02:31:01 AM
Hola, acabo de instalar la nueva build beta 6 y no me funciona, al instalarla lo he hecho como siempre en la misma ruta que tenia de la versión anterior y dentro del juego no veo ni las motos que tenia del campeonato, la Yamaha YZR-M1 la YZF_R6 ni otras motos que había bajado. En la carpeta bikes si que están todas las motos, cuando abro el juego y quiero elegir moto se me clava el juego, también cuando llego a la página de los servidores donde hay las carreras creadas tengo mismash y se me clava siempre el juego. No se como solucionarlo.

Traductor Google in english:

Hi, I just installed the new beta 6 build and not work for me, to install I've done as always on the same route I had the previous version and ingame see neither the bikes had the championship, the Yamaha YZR- YZF_R6 M1 nor the other bikes he had fallen. The bikes folder if they are all the bikes, when I open the game and want to choose bike is I nailed the game, even when I get to the page of the servers where the created races have mismash and I always nailed the game. Do not know how to fix it.
Title: Re: GP Bikes beta6c
Post by: HornetMaX on November 03, 2014, 07:44:01 AM
Quote from: ptrshpt on November 03, 2014, 05:11:47 AM
Quote from: HornetMaX on November 02, 2014, 09:20:50 AM
Quote from: ptrshpt on November 02, 2014, 06:38:30 AM
Why PiBoSo is ignoring so many users who want the old riding style back, is beyond me.
How do you know he's ignoring that ?

He hasn't answered the request for the riding style. We don't want something new. We want back what was removed. Is there a reason for the new riding style? He could say something. Will he do it? If yes, when?

The request for rider modding is something new and maybe isn't so easy to implement. I understand that. But if we can add new bikes, why can't we add new riders with different heights and riding styles?
He doesn't answer all the questions all the time, otherwise he wouldn't be writing down a single line of code.
Also, you're assuming that putting the old rider back is easy, which may not be the case.
And finally, if he took time to put in a new rider model, it's because he expects it to be better than the old one. So, if the new model has issues (and I can believe it has some), then you're more likely to get fixes to the new model than the old one back.

But again, compared to other issue we have, this is very low priority to me.

MaX.
Title: Re: GP Bikes beta6c
Post by: r1rossi on November 03, 2014, 01:41:28 PM
Quote from: Hawk_UK on November 02, 2014, 10:36:31 PM
Quote from: r1rossi on November 02, 2014, 09:46:25 PM
I am getting core .exe every time I finish one lap.

Frustrating.

On SPA , Catalunya, Mugello , and Aragon.

Any help would be nice.

Even with the core.exe problem present in GPbikes you shouldn't be getting core.exe's that often unless your just very unlucky...... Sounds to me like you could have a phone line that's not sync'd properly? Ask your phone company to test your line for noise and synchronisation.  ;)

You haven't got any of the old bike or helmet MODS from beta 5b installed have you? If so then delete them, they are of no use now until you download the new updated versions when they become available.

Uninstall any current MODS that work with beta 6c and run GPBikes with just default bikes and see if you still get the same problems; if not then you know what's causing the problem for you.

The only other things you could try are a system reg-clean and clean your system with ccleaner also.

Hope this helps.  ;)

Hawk.


Thank you.

No , I deleted all previous GPbikes info and mods , version etc. I will try to delete it all again and re download.
Clean computer etc.

Thank you again.

Ryan
Title: Re: GP Bikes beta6c
Post by: Oriol on November 03, 2014, 02:40:27 PM
Quote from: Guimengo on November 03, 2014, 02:57:43 AM
No las puede veer porque tienen que ser actualizadas para funcionar com la nueva version del juego

Entonces lo que me ocurre de que el juego se me clava podría ser porqué tengo estas motos no actualizadas en la carpeta bikes?
Title: Re: GP Bikes beta6c
Post by: -aGy- on November 03, 2014, 02:53:55 PM
Quote from: Oriol on November 03, 2014, 02:40:27 PM
Quote from: Guimengo on November 03, 2014, 02:57:43 AM
No las puede veer porque tienen que ser actualizadas para funcionar com la nueva version del juego

Entonces lo que me ocurre de que el juego se me clava podría ser porqué tengo estas motos no actualizadas en la carpeta bikes?

ENGLISH?
Title: Re: GP Bikes beta6c
Post by: Yohji on November 03, 2014, 04:13:31 PM
fall down reset is cahnged?

beta5, when falling down,I cant reset other rider goes front from faiilng down point

but, beta6 can reset any time. when I ride a course, other rider suddenly resporned in front of me, I crash to him...
it too dengerous...
Title: Re: GP Bikes beta6c
Post by: SwarleyRuiz on November 03, 2014, 05:24:34 PM
Quote from: Oriol on November 03, 2014, 02:40:27 PM
Quote from: Guimengo on November 03, 2014, 02:57:43 AM
No las puede veer porque tienen que ser actualizadas para funcionar com la nueva version del juego

Entonces lo que me ocurre de que el juego se me clava podría ser porqué tengo estas motos no actualizadas en la carpeta bikes?

INGLES: need to modify the bike, to work in Beta 6.

Español: hay que modificar algun "algo", para que funcionen las motos, cada beta que sale las motos de una a otra beta no funcionan.
Title: Re: GP Bikes beta6c
Post by: SwarleyRuiz on November 03, 2014, 05:36:10 PM
Quote from: -aGy- on November 03, 2014, 02:53:55 PM
Quote from: Oriol on November 03, 2014, 02:40:27 PM
Quote from: Guimengo on November 03, 2014, 02:57:43 AM
No las puede veer porque tienen que ser actualizadas para funcionar com la nueva version del juego

you can not see the bikes, because you need upgrade 

Entonces lo que me ocurre de que el juego se me clava podría ser porqué tengo estas motos no actualizadas en la carpeta bikes?
when the game is stopped, it is because I have not updated the bikes


ENGLISH?

Title: Re: GP Bikes beta6c
Post by: ghostchild on November 04, 2014, 02:32:32 PM
Quote from: r1rossi on November 02, 2014, 09:46:25 PM
I am getting core .exe every time I finish one lap.

Frustrating.

On SPA , Catalunya, Mugello , and Aragon.

Any help would be nice.

Online or offline?
With this beta I am getting core.exe offline in many tracks, never had with beta5 o 4....  :-[

ps I've opened a new topic: http://forum.piboso.com/index.php?topic=1645.0
Title: Re: GP Bikes beta6c
Post by: r1rossi on November 04, 2014, 11:39:11 PM
Offline,

I noticed , I had some files in the garbage bin waiting for me to clear it out.

after I deleted all old files that were already deleted and in the recycle bin, I was able to lap for 20min straight no errors.

I will keep testing.
Title: Re: GP Bikes beta6c
Post by: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?
Title: Re: GP Bikes beta6c
Post by: HornetMaX on November 05, 2014, 09:55:54 AM
Quote from: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

Yes (of the fork and swingarm, not of the frame).

MaX.
Title: Re: GP Bikes beta6c
Post by: Hawk on November 08, 2014, 12:02:35 AM
I must say that beta 6c is very enjoyable indeed when riding the YZF R6(Only other bike I've tried apart from the stock bikes). If this is anything to go by when the bike physics have been set-up properly on other bikes then beta 6c is a very good job indeed!  ;D
Having said that, the front end is still a little unstable but on the R6 it's way more stable than the stock bikes....

Still the obvious problems with core.exe crashes at times.... These seem in part to be caused on occasions by server lag when others are connecting and disconnecting(The screen freezes and then either core.exe's or manages to continue - seems somewhat random); also caused by track mesh artefacts like gaps between the track and terrain or any gaps in the track meshes(core.exe's for this reason are definitely replicable at will).

The respawn positioning is a big problem. It may have seemed a good idea to respawn in the centre of the track, but quite often this puts the respawned rider on or very close to the racing line and therefore a lot less avoidable for other riders. In my opinion a respawned rider would be a lot more avoidable if they respawned on the outer or inner edges of the track surface.

Then of course it would be nice to have the old rider back as an option for riding styles.

It would also be great to be able to MOD our own riders if that is possible?


Hawk.
Title: Re: GP Bikes beta6c
Post by: rodney007 on November 08, 2014, 12:27:53 AM
Quote from: Hawk_UK on November 08, 2014, 12:02:35 AM
I must say that beta 6c is very enjoyable indeed when riding the YZF R6(Only other bike I've tried apart from the stock bikes). If this is anything to go by when the bike physics have been set-up properly on other bikes then beta 6c is a very good job indeed!  ;D
Having said that, the front end is still a little unstable but on the R6 it's way more stable than the stock bikes....

Still the obvious problems with core.exe crashes at times.... These seem in part to be caused on occasions by server lag when others are connecting and disconnecting(The screen freezes and then either core.exe's or manages to continue - seems somewhat random); also caused by track mesh artefacts like gaps between the track and terrain or any gaps in the track meshes(core.exe's for this reason are definitely replicable at will).

The respawn positioning is a big problem. It may have seemed a good idea to respawn in the centre of the track, but quite often this puts the respawned rider on or very close to the racing line and therefore a lot less avoidable for other riders. In my opinion a respawned rider would be a lot more avoidable if they respawned on the outer or inner edges of the track surface.

Then of course it would be nice to have the old rider back as an option for riding styles.

It would also be great to be able to MOD our own riders if that is possible?


Hawk.

The R6 feels much better however there is still a twitchy aspect to the bike. Visually there seems to be quite a bit of suspension travel when gently
on and off the throttle and as you say the front (although less wobble) has some stability issues.

Throttle steer feels good and the rear tire works for grip however the gap between traction and slide is too thin and at low speed can loose control a bit easy.

Stability on the brakes is also much better than the stock GP bike and feels quite good.

Though compared with the stock GP bike it is a huge improvement and would be considered as a "playable bike".
Title: Re: GP Bikes beta6c
Post by: PeterV on November 08, 2014, 08:40:37 AM
as mentioned before and confirmed by many last night >:(

The respawn on the middle of the track is a real danger, collisions where happening left right and center during the WSS600 race.
In my opinion it would be better to re(set) spawn close to the track but on the grass, you can easily look around and join the action when its safe to do so. Please fix this in a next beta.

I also noticed that the sightninglap went from 5 min. too 7 min in duration, why? and can this be altered? or even shortend?
please an reaction.
Title: Re: GP Bikes beta6c
Post by: Yohji on November 08, 2014, 08:50:02 AM
me too
it had better respawn track side, or few seconds no collision.

and it had better sighting lap and wup lap time can edit in dadicated.ini

and i hope in sighting lap can skip when all rider Gridon, like a wup laps.
Title: Re: GP Bikes beta6c
Post by: Hawk on November 08, 2014, 09:24:06 AM
Agree with you guys.

I can understand why Piboso changed the respawn time to respawn straight away; this is something everyone was asking for due to complaints that waiting for a safe gap  respawn in beta 5 often caused a situation were you could be losing nearly a whole lap on occasions which  totally ruined a riders race. So yes, I do like the immediate respawn but it just needs the respawn position tweaking so that as others have said here, the rider respawns on the side of the track.
The only problem I can see with respawning off the track surface is that there must be circuits(especially anyone who creates a street circuit) were there could be a wall immediately off track surface were respawning a rider off track would respawn the rider either inside a wall or building or behind those objects and unable to get back on track surface?? Just a thought.  :)
So I think in the long term, the best option would be to respawn right on the edge of the track surface were, okay, at times there will be collisions, but I personally think those collisions will be cut down by 99%.
Either this or we just accept that the only circuits suitable for GBP are the purpose built race tracks that I think will always have enough room just off the track surface to position a respawned rider to get back on track?

Just a few thoughts to bear in mind.  ;)


Hawk.
Title: Re: GP Bikes beta6c
Post by: Hawk on November 08, 2014, 09:44:22 AM
Quote from: rodney007 on November 08, 2014, 12:27:53 AM
Quote from: Hawk_UK on November 08, 2014, 12:02:35 AM
I must say that beta 6c is very enjoyable indeed when riding the YZF R6(Only other bike I've tried apart from the stock bikes). If this is anything to go by when the bike physics have been set-up properly on other bikes then beta 6c is a very good job indeed!  ;D
Having said that, the front end is still a little unstable but on the R6 it's way more stable than the stock bikes....

Still the obvious problems with core.exe crashes at times.... These seem in part to be caused on occasions by server lag when others are connecting and disconnecting(The screen freezes and then either core.exe's or manages to continue - seems somewhat random); also caused by track mesh artefacts like gaps between the track and terrain or any gaps in the track meshes(core.exe's for this reason are definitely replicable at will).

The respawn positioning is a big problem. It may have seemed a good idea to respawn in the centre of the track, but quite often this puts the respawned rider on or very close to the racing line and therefore a lot less avoidable for other riders. In my opinion a respawned rider would be a lot more avoidable if they respawned on the outer or inner edges of the track surface.

Then of course it would be nice to have the old rider back as an option for riding styles.

It would also be great to be able to MOD our own riders if that is possible?


Hawk.

The R6 feels much better however there is still a twitchy aspect to the bike. Visually there seems to be quite a bit of suspension travel when gently
on and off the throttle and as you say the front (although less wobble) has some stability issues.

Throttle steer feels good and the rear tire works for grip however the gap between traction and slide is too thin and at low speed can loose control a bit easy.

Stability on the brakes is also much better than the stock GP bike and feels quite good.

Though compared with the stock GP bike it is a huge improvement and would be considered as a "playable bike".

Yes, I think this tends to happen particularly with adverse track cambers? You have to very gently accelerate in those circumstances in my experience.

Now that Piboso has finished the core GPB physics algorithms, then I presume the solution is to tweak the actual bike physics to enable the bikes suspension/geometry and other handling settings in the bikes physics files to handle these problems?

As soon as I have time, I'm really going to have to learn how to create these physics files for the MOD bikes now the performance of the bike is directly related to the bikes physics files and isn't hindered anymore by the core GPB physics algorithms.

Hawk.
Title: Re: GP Bikes beta6c
Post by: PiBoSo on November 08, 2014, 05:43:42 PM
Quote from: HornetMaX on November 05, 2014, 09:55:54 AM
Quote from: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

Yes (of the fork and swingarm, not of the frame).

MaX.

GP Bikes simulates frame flex, separate for front and rear, assuming the engine is infinitely stiff.
Swingarm lateral stiffness is included in the rear stiffness.
Front longitudinal flex and swingarm torsional stiffness are simulated too, but unused because they are too stiff in real life.
Forks flex is not simulated, because in real life they are as stiff as possible to allow sliding.


Edit: correction about swingarm flex, after a check of the source data.
Title: Re: GP Bikes beta6c
Post by: yoshimura on November 08, 2014, 06:50:29 PM
Quote from: PiBoSo on November 08, 2014, 05:43:42 PM
Quote from: HornetMaX on November 05, 2014, 09:55:54 AM
Quote from: yoshimura on November 05, 2014, 09:49:56 AM
Moto gp 800,1000.

Variable flexibility
The fact that the bike and the rider take 2 G in turn, means that in this situation, the load on the suspension is huge and they are so highly compressed. Accordingly, for the press more, it will take a major effort, which does not facilitate the natural absorption of bumps in turns. That is not good for handling. Worse, if a lump of 2 cm is in the wheel, the suspension is no longer at all in the working axis, but tilted to 60 °, it will have to be compressed to 4 cm, so that the wheel actually up 2 cm.Question, the lateral flexibility of the frame and swingarm to absorb some of the bumps in this context, they are simulated?

Yes (of the fork and swingarm, not of the frame).

MaX.

GP Bikes simulates frame flex, separate for front and rear, assuming the engine is infinitely stiff.
Swingarm lateral stiffness is included in the rear stiffness.
Front longitudinal flex and swingarm torsional stiffness are simulated too, but unused because they are too stiff in real life.
Forks flex is not simulated, because in real life they are as stiff as possible to allow sliding.


Edit: correction about swingarm flex, after a check of the source data.

thank you for accuracy explained piboso.
Title: Re: GP Bikes beta6c
Post by: Hawk on November 08, 2014, 07:48:05 PM
Quote from: Guimengo on November 08, 2014, 07:07:20 PM
Quote from: Hawk_UK on November 08, 2014, 09:24:06 AM
Agree with you guys.

I can understand why Piboso changed the respawn time to respawn straight away; this is something everyone was asking for due to complaints that waiting for a safe gap  respawn in beta 5 often caused a situation were you could be losing nearly a whole lap on occasions which  totally ruined a riders race. So yes, I do like the immediate respawn but it just needs the respawn position tweaking so that as others have said here, the rider respawns on the side of the track.
The only problem I can see with respawning off the track surface is that there must be circuits(especially anyone who creates a street circuit) were there could be a wall immediately off track surface were respawning a rider off track would respawn the rider either inside a wall or building or behind those objects and unable to get back on track surface?? Just a thought.  :)
So I think in the long term, the best option would be to respawn right on the edge of the track surface were, okay, at times there will be collisions, but I personally think those collisions will be cut down by 99%.
Either this or we just accept that the only circuits suitable for GBP are the purpose built race tracks that I think will always have enough room just off the track surface to position a respawned rider to get back on track?

Just a few thoughts to bear in mind.  ;)


Hawk.


Somehow being able to force the respawn to be on the opposite side of the AI path through the area could be the best option..... if it is even possible to program such thing.

What AI path? There isn't any AI in GPB and as far as I know, Piboso is not going to implement any AI into GPB.

Seems like the current respawn points are on the centre line of the track surface at the moment. So seems the best option is to do what happened in beta 5, which was to respawn on an offset of the track centre line taking the track width into account.


Hawk.
Title: Re: GP Bikes beta6c
Post by: HornetMaX on November 08, 2014, 07:49:03 PM
Quote from: PiBoSo on November 08, 2014, 05:43:42 PM
GP Bikes simulates frame flex, separate for front and rear, assuming the engine is infinitely stiff.
Swingarm lateral stiffness is included in the rear stiffness.
Front longitudinal flex and swingarm torsional stiffness are simulated too, but unused because they are too stiff in real life.
Forks flex is not simulated, because in real life they are as stiff as possible to allow sliding.


Edit: correction about swingarm flex, after a check of the source data.
Just to be sure: you've introduced two "springs" (or at least two are currently in use), where exactly are they located ?
Because what I see in the files does not seem to match what you're saying above.

Also, it's not because the fork is "as rigid as possible" that it's not flexible: the effect is indeed unwanted (unlike for the swingarm), but you can't have bigger fork tubes due to their impact on aerodynamics.

MaX.

P.S.
Am I wrong or my post in reply to the above just disappeared ? I didn't even get a notifiation about the delete  :o Weird
Title: Re: GP Bikes beta6c
Post by: dude on November 08, 2014, 10:56:07 PM
Beta4 was the best for me cause it had the most "stable" physics and I could do a lot of laps without any shake, lowsider or shaking.
Title: Re: GP Bikes beta6c
Post by: yoshimura on November 08, 2014, 11:40:58 PM
Quote from: dude on November 08, 2014, 10:56:07 PM
Beta4 was the best for me cause it had the most "stable" physics and I could do a lot of laps without any shake, lowsider or shaking.

with good setup the motorcycles are very good ;)
Title: Re: GP Bikes beta6c
Post by: Hawk on November 09, 2014, 09:32:11 AM
Quote from: yoshimura on November 08, 2014, 11:40:58 PM
Quote from: dude on November 08, 2014, 10:56:07 PM
Beta4 was the best for me cause it had the most "stable" physics and I could do a lot of laps without any shake, lowsider or shaking.

with good setup the motorcycles are very good ;)

+1

Hawk.
Title: Re: GP Bikes beta6c
Post by: Abigor on November 09, 2014, 12:50:49 PM
Quote from: yoshimura on November 08, 2014, 11:40:58 PM
Quote from: dude on November 08, 2014, 10:56:07 PM
Beta4 was the best for me cause it had the most "stable" physics and I could do a lot of laps without any shake, lowsider or shaking.

with good setup the motorcycles are very good ;)
Can you give me a good setup on 990 ?.....Please  ;)
Title: Re: GP Bikes beta6c
Post by: Hawk on November 09, 2014, 01:15:13 PM
Quote from: Abigor on November 09, 2014, 12:50:49 PM
Quote from: yoshimura on November 08, 2014, 11:40:58 PM
Quote from: dude on November 08, 2014, 10:56:07 PM
Beta4 was the best for me cause it had the most "stable" physics and I could do a lot of laps without any shake, lowsider or shaking.

with good setup the motorcycles are very good ;)
Can you give me a good setup on 990 ?.....Please  ;)

I'm sure Yoshi was talking about a bike(like the R6) who's physics file was more or less in proper order, not the default bikes for sure. The default bikes need their physics file/s sorting out or tweaking as Piboso has mentioned.  :)

Hawk.
Title: Re: GP Bikes beta6c
Post by: yoshimura on November 09, 2014, 02:52:37 PM
Quote from: Hawk_UK on November 09, 2014, 01:15:13 PM
Quote from: Abigor on November 09, 2014, 12:50:49 PM
Quote from: yoshimura on November 08, 2014, 11:40:58 PM
Quote from: dude on November 08, 2014, 10:56:07 PM
Beta4 was the best for me cause it had the most "stable" physics and I could do a lot of laps without any shake, lowsider or shaking.

with good setup the motorcycles are very good ;)
Can you give me a good setup on 990 ?.....Please  ;)

I'm sure Yoshi was talking about a bike(like the R6) who's physics file was more or less in proper order, not the default bikes for sure. The default bikes need their physics file/s sorting out or tweaking as Piboso has mentioned.  :)

Hawk.

exact thought.Hawk_UK ;)
Title: Re: GP Bikes beta6c
Post by: SwarleyRuiz on November 13, 2014, 09:11:56 AM
Quote from: Davide74 on November 12, 2014, 10:25:15 PM
Perdon por escribir solo en castellano pero es que el ingles y yo no nos llevamos muy bien.

Tengo un problema con el skin del piloto y es que cuando guardo el tga dentro del juego me aparece todo en negro cuando es blanco y no se como hacer para que se vea correcto.

gracias de antemano, saludos.
impr pant
Title: Re: GP Bikes beta6c
Post by: SwarleyRuiz on November 13, 2014, 11:15:22 AM
Quote from: Davide74 on November 13, 2014, 10:33:41 AM
Quote from: BRM on November 13, 2014, 09:11:56 AM
Quote from: Davide74 on November 12, 2014, 10:25:15 PM
Perdon por escribir solo en castellano pero es que el ingles y yo no nos llevamos muy bien.

Tengo un problema con el skin del piloto y es que cuando guardo el tga dentro del juego me aparece todo en negro cuando es blanco y no se como hacer para que se vea correcto.

gracias de antemano, saludos.
impr pant

?
JAJAJAJAJA Hacer una captura de pantalla
Title: Re: GP Bikes beta6c
Post by: hygroovy on November 16, 2014, 10:36:52 AM
Just to say I'm loving 6c. I get a much better feel for the bike's handling (which is a hard thing to define), and its not quite so harsh (I can touch the kerbs when I'm doing my attempt at a Marquez impression!). At the same time, it doesn't seem like its just been made easier, it seems...more real. And that's the aim right? :)
Title: Re: GP Bikes beta6c
Post by: davidboda46 on November 18, 2014, 06:14:59 PM
After playing Beta6c for a while, I've come to the following conclusions:
1. Front way to light, you end up "dragging it" through the turn, even with the slightest throttle. At low speeds the handle bar shakes when the wheel is at an angle, like the bike can't decide if it should stand up or lean into the corner.

2. The effect of the rear suspension creates a chain reaction to the front suspension that can't be stopped. After power sliding out of the corner the rear suspension decompress which seems to compress the front and sends it into an uncontrollable wobble. Maybe the chassis flex also has a part to play in this. Basically it feels like the bike behaves like an unstoppable rocking chair.

3. The front can't handle camber. As soon as there is camber in a corner the front folds, either straight away, or when you are trying to straighten the bike up. The "dragging" effect described in "1".

Question? Is the bike to reactive to the inputs, or is it the virtual rider that messes up the balance of the bike, or is it both? I still think that Beta4 had the best feeling so far. At least when you fell, you usually understood why, In Beta6c, most of the time it feels like a mystery when you hit the dirt. I like the feeling of the rear in beta6c, so if that could be combined with more of the front feeling from Beta4, it would be a step in the right direction according to me.

PS: I am just talking about how the bikes feel, don't know about the "real"-psychics behind it. I've tried the standard bikes, and the mods: the 600:s, the 1000: and the Moto2 bikes (mostly on Victoria). I think the psychics work better with the less powerful machines because the input effects are simply less. The more powerful the bike is, the more obvious the problems become. DS

Those are my 2 cents at the moment...

Cheers,

/David "Gonzo" Boda #46   
   
Title: Re: GP Bikes beta6c
Post by: PeterV on November 18, 2014, 06:18:27 PM
Quote from: davidboda46 on November 18, 2014, 06:14:59 PM
After playing Beta6c for a while, I've come to the following conclusions:
1. Front way to light, you end up "dragging it" through the turn, even with the slightest throttle. At low speeds the handle bar shakes when the wheel is at an angle, like the bike can't decide if it should stand up or lean into the corner.

2. The effect of the rear suspension creates a chain reaction to the front suspension that can't be stopped. After power sliding out of the corner the rear suspension decompress which seems to compress the front and sends it into an uncontrollable wobble. Maybe the chassis flex also has a part to play in this. Basically it feels like the bike behaves like an unstoppable rocking chair.

3. The front can't handle camber. As soon as there is camber in a corner the front folds, either straight away, or when you are trying to straighten the bike up. The "dragging" effect described in "1".

Question? Is the bike to reactive to the inputs, or is it the virtual rider that messes up the balance of the bike, or is it both? I still think that Beta4 had the best feeling so far. At least when you fell, you usually understood why, In Beta6c, most of the time it feels like a mystery when you hit the dirt. I like the feeling of the rear in beta6c, so if that could be combined with more of the front feeling from Beta4, it would be a step in the right direction according to me.

PS: I am just talking about how the bikes feel, don't know about the "real"-psychics behind it. I've tried the standard bikes, and the mods: the 600:s, the 1000: and the Moto2 bikes (mostly on Victoria). I think the psychics work better with the less powerful machines because the input effects are simply less. The more powerful the bike is, the more obvious the problems become. DS

Those are my 2 cents at the moment...

Cheers,

/David "Gonzo" Boda #46   


And David is 100% right, he said it like it is. And it is said before Beta6 is a step backwards not forwards.
Title: Re: GP Bikes beta6c
Post by: PiBoSo on November 18, 2014, 07:10:57 PM

Master server updated to fix a clients' list bug.
Title: Re: GP Bikes beta6c
Post by: HornetMaX on November 18, 2014, 07:34:13 PM
Quote from: davidboda46 on November 18, 2014, 06:14:59 PM
After playing Beta6c for a while, I've come to the following conclusions:
1. Front way to light, you end up "dragging it" through the turn, even with the slightest throttle. At low speeds the handle bar shakes when the wheel is at an angle, like the bike can't decide if it should stand up or lean into the corner.

2. The effect of the rear suspension creates a chain reaction to the front suspension that can't be stopped. After power sliding out of the corner the rear suspension decompress which seems to compress the front and sends it into an uncontrollable wobble. Maybe the chassis flex also has a part to play in this. Basically it feels like the bike behaves like an unstoppable rocking chair.

3. The front can't handle camber. As soon as there is camber in a corner the front folds, either straight away, or when you are trying to straighten the bike up. The "dragging" effect described in "1".

For 1 and 2 there's at least a hope that re-tuning the gains of the "virtual rider" will improve the situation. Notice that both behaviours do happen in real life, they are just  too much present in beta6.
Point 3 is the real PITA (physics-wise): it has been there in all betas I can recall and it has been improved only very very marginally.

MaX.
Title: Re: GP Bikes beta6c
Post by: BOBR6 84 on November 18, 2014, 07:39:52 PM
strange thing is with point 3.. cambered left hand turn at hockenheim is perfect!
Title: Re: GP Bikes beta6c
Post by: Sobczak on November 24, 2014, 01:46:28 PM
For me beta6c sucks. Do not fight with time only to the front wheel. The front wheel is still having trouble, no matter if I'm leaning in bends or go straight. Maybe I'm not the best player but I play in GP Bikes alpha version 6 and the game becomes less and less fun to play for me. If anything it will be fixed something else is worse. Until beta3 was reasonably well and drew a lot of fun to drive and then it was just worse.
Title: Re: GP Bikes beta6c
Post by: Docfumi on January 06, 2015, 02:51:44 AM
After being away nine months without a PC and not really having the time to check the GPB forum. I can only say Beta6c
is pretty cool, I love it in fact  ;D


Thanks PiBoSo and Crew
Title: Re: GP Bikes beta6c
Post by: Alby46 on January 06, 2015, 10:15:11 AM
Quote from: docfumi on January 06, 2015, 02:51:44 AM
After being away nine months without a PC and not really having the time to check the GPB forum. I can only say Beta6c
is pretty cool, I love it in fact  ;D


Thanks PiBoSo and Crew
omg you're back! welcome back m8
Title: Re: GP Bikes beta6c
Post by: doubledragoncc on January 06, 2015, 02:08:53 PM
YO DOC welcome back buddy.

DD
Title: Re: GP Bikes beta6c
Post by: r1rossi on January 06, 2015, 03:55:07 PM
welcome back doc
Title: Re: GP Bikes beta6c
Post by: davidboda46 on January 06, 2015, 04:31:29 PM
This might already have been talked about but, have there been any tests with the beta6c and the old rider model? Would be an interesting comparison, and i would also show how the different rider models impact the original bikes behaviour (not moded bikes).

Cheers

/David "Gonzo" Boda #46
 
Title: Re: GP Bikes beta6c
Post by: G0G on January 25, 2015, 08:45:13 PM
Quote from: JJS209 on October 31, 2014, 01:27:09 PM
why is it not possible to put out the knee when accelerating with a speed over 180 km/h? there is no way now to put the knee down on high speed turns and the stability of the bike is not cool without a rider who is able balances the forces. (because he is doing nothing... :-\) ((manual rider movement))
THIS!

The skill to get the rider into a 'Marquezian position'. The view down there is doubly hard, as the headstock and fairing cannot be used to navigate, align, gauge or take reference from.. The rider is eccentrically viewing his forward path from 40cms above the tarmac, with ZERO sight of the bike and no view of the edge of the track(a view an upright rider has).
So, the actual view matching the Marquez position is now GONE! Now, its a mash of 'auto' nonsense.  No more trying 'to get my chin on the ground'. 
Better results(in reality) come from being further off the bike(in most corners/depending on camber, surface, wet etc), enabling more of an upright bike. Upright bike = more tire contact area, more grip, more acceleration, less tire wear and better suspension..

If people are willing to learn this view,  shouldn't they get some actual payback for simulating this advantageous phenomenon?
Title: Re: GP Bikes beta6c
Post by: dude on February 14, 2015, 07:11:33 PM
Is there a beta 7 arround the cornor?

Please Piboso think about tuning the physics. There are such amazing mods out there, like Superbike, but it makes no fun for me with the current physics (front wheel discussion).

Iam absolute not able to handle the bike with a x360 controller.
Ive installed beta 4b today and its way way better for me to drive.

I know GP-Bikes is a hardcore sim but please make it not so hard(core) to controll.
Title: Re: GP Bikes beta6c
Post by: dancindigits on March 14, 2015, 11:08:00 PM
Oh seriously, if you crash in real life,there is no RESPAWN !!    This isn't real life I hear you cry ,however, it is supposed to be a serious simulation ,and crashing is crashing .     I actually found the previous beta not particularly satisfactory ,and I refer to the original SUPERBIKE sim,where the rider would have to run to his bike ,pick it up and and then join a track correctly !! Hardcore, but great and very realistic ..Personally I don't want any concessions to realism, and those that  want this ARCADE nonsense should go and play the contemporary Superbike or moto gp games ..Failing that, practice practice, and don't crash !!!
Title: Re: GP Bikes beta6c
Post by: Abigor on March 15, 2015, 12:24:46 AM
Quote from: racer0796 on March 14, 2015, 11:08:00 PM
Oh seriously, if you crash in real life,there is no RESPAWN !!    This isn't real life I hear you cry ,however, it is supposed to be a serious simulation ,and crashing is crashing .     I actually found the previous beta not particularly satisfactory ,and I refer to the original SUPERBIKE sim,where the rider would have to run to his bike ,pick it up and and then join a track correctly !! Hardcore, but great and very realistic ..Personally I don't want any concessions to realism, and those that  want this ARCADE nonsense should go and play the contemporary Superbike or moto gp games ..Failing that, practice practice, and don't crash !!!
Have you ever ride a bike or even a bicycle ? ? ......ok........now tell me about the front wheel.....can you see you front wheel "jumps" in slow corners like that in real life ? ?.....you see it is actually "much easier" to ride a bike in real live then it is in beta 6c.....ohh and yes what about the famous "tank slapper" or "wobbles"......go and watch a full MotoGP race and tell me how many of this "wobbles" you see in one lap and then try to push hard in beta 6c and see how many you get........IT IS NOT THAT HARD TO RIDE A BIKE !! .......Beta 4 was much better
Title: Re: GP Bikes beta6c
Post by: doubledragoncc on March 15, 2015, 02:29:37 AM
Too true Abigor. I cant remember the last time I dropped a bike pulling away from a stand still as in GPB OHH thats because I never had, but in some pits its almost imposible to pull away as you would in real life and thats before you get on the track lol. Wobbles in GPB? no its your imagination lol............I have riden bikes after I have been hit by a car and the frame is bent and still dint get a tank slapper!!!! London dispatch riding can seriously damage your health(1980 to 1987). I know many bikes are bad but some like the new 2015 GSVR are far more stable, is it not possible to reduce the overall wobble so it is more realistic as I find it makes it like a deathrace arcade game lol. No PIBOSO I am not saying GPB is like a game it was a joke about the wobbles.

DD
Title: Re: GP Bikes beta6c
Post by: Hawk on March 15, 2015, 02:44:12 AM
I think you'll all find that the bikes with good physics(of which there are a good few now) try Noss's "Honda RC213V 2014" as a good example)) it is just a case of setting the bike up properly and you will solve the wobble problems. Of course the track surface can make a huge difference too, so make sure your also riding on a circuit with a good track surface.  ;)
Unfortunately there are still many Bike Mods that need their physics files sorting out properly to allow for this. That is down to the bike authors to sort out.

Hawk.
Title: Re: GP Bikes beta6c
Post by: BOBR6 84 on March 15, 2015, 03:44:02 AM
the latest SBK, STK, SSP bikes are pretty damn good i gotta say.. oDi said they worked on the virtual rider, influence on the handlebars..

Title: Re: GP Bikes beta6c
Post by: Ryanoh4 on September 27, 2015, 07:00:11 PM
Beta6c is working fine thanks piboso https://youtu.be/N1VldOypCPw any chance of better demo leathers though :)
Title: Re: GP Bikes beta6c
Post by: Alby46 on October 12, 2015, 01:35:25 PM
Quote from: BOBR6 84 on March 15, 2015, 03:44:02 AM
the latest SBK, STK, SSP bikes are pretty damn good i gotta say.. oDi said they worked on the virtual rider, influence on the handlebars..
yes because the bike was unstable so he had to work on the virtual rider too