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GP Bikes => Mods => Topic started by: davidboda46 on May 27, 2016, 11:30:18 AM

Title: Tracks and corners to test front-end stability
Post by: davidboda46 on May 27, 2016, 11:30:18 AM
Thought it might be good to have a list of corners that we know are problematic for the front end, so maybe they can be used as guidelines?

I can start:
Barcelona - corners 1,2 and 7,8. Impossible to take the correct line with high/full lean.
Mugello corners 1 and 8,9. Impossible to take the correct line with high/full lean. Also have "rider-eject" problem in turn 8 if you run close to the kerb. 

Feel free to contribute if you think this is a good idea.

Cheers,

/David "Gonzo" Boda #46
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 27, 2016, 11:52:49 AM
It would also be very helpful if the bike being used at the time was "Stated" too.  ;)

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: Blackheart on May 27, 2016, 12:02:34 PM
There are not impossible corners. So a list is useless.  ::)

https://www.youtube.com/v/ioiGHvdL4ww

Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 27, 2016, 12:07:57 PM
And you have riders like me that crash at all corners lol.

But really, it is a rider thing as much as the bike so not really an easy thing to judge by people saying they crash at a corner.

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 27, 2016, 01:49:27 PM
Have you got the Max lean angle right on that bike Blacky? 61 Deg+ seems a lot for a street bike don't you think?  :)


Yeah... I thought this was going to be a list of problem corners so that bike and track modders could pinpoint which tracks and bikes had issues other than latent GPB core issues? Could be useful.  ;)


Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: Blackheart on May 27, 2016, 02:03:58 PM
Hawk this bike was just a test for the rider fall-off problem, it's a motogp lean angle this.
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 27, 2016, 04:23:18 PM
+1, blackheart.

more corners where the rider eject thing happens (not counting riding over curbs because that happens everywhere): vallelunga (turn 3&4), portimao (last turn), suzuka (turn 5 & 7), magneycours (turn 2), mugello (turn 8 ) ...

will add some more later on
Title: Re: Tracks and corners to test front-end stability
Post by: BOBR6 84 on May 27, 2016, 05:02:41 PM
portimao last turn as vin said.. lap killer. any bike..

Lots of other turns/tracks too as we know because of the up/downhill dodgeyness.. although some bikes do cope with it - still ''looks'' shit.
Title: Re: Tracks and corners to test front-end stability
Post by: davidboda46 on May 28, 2016, 07:45:41 AM
I test with the MotoGP bike-set. Mostly with the Honda because I find it to be the most stable on the front.

Cheers,

/David "Gonzo" Boda #46
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 28, 2016, 08:16:32 AM
As a learner in online racing I recommend the RC213V as you say david it is very stable and easier to get on with.

I think many forget that just because they want to go faster through a corner does not mean you can. There is a limit and we have to learn where it is. Many blame the bikes far too quickly in my mind. Being able to do your quickest lap ONCE can be simply luck and not a lap that is going to be a constant lap time. Many complain about crashing to much, well maybe your just pushing the bike past its limits for now and need to learn to ride within that limit more than over it.

I know many want to WIN, but I actually prefer to come in tenth with 100% no crashes and therefore more fun and feeling of success than if I was third and crashed all the time but could get up quick to keep my place.

In real life, you crash and your OUT!!!

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 28, 2016, 08:26:09 AM
Quote from: doubledragoncc on May 28, 2016, 08:16:32 AM
As a learner in online racing I recommend the RC213V as you say david it is very stable and easier to get on with.

I think many forget that just because they want to go faster through a corner does not mean you can. There is a limit and we have to learn where it is. Many blame the bikes far too quickly in my mind. Being able to do your quickest lap ONCE can be simply luck and not a lap that is going to be a constant lap time. Many complain about crashing to much, well maybe your just pushing the bike past its limits for now and need to learn to ride within that limit more than over it.

I know many want to WIN, but I actually prefer to come in tenth with 100% no crashes and therefore more fun and feeling of success than if I was third and crashed all the time but could get up quick to keep my place.

In real life, you crash and your OUT!!!

DD

+1000  ;)

Well said DD!  ;D

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: Meyer#12 on May 28, 2016, 10:05:38 AM
Quote from: doubledragoncc on May 28, 2016, 08:16:32 AM
As a learner in online racing I recommend the RC213V as you say david it is very stable and easier to get on with.

I think many forget that just because they want to go faster through a corner does not mean you can. There is a limit and we have to learn where it is. Many blame the bikes far too quickly in my mind. Being able to do your quickest lap ONCE can be simply luck and not a lap that is going to be a constant lap time. Many complain about crashing to much, well maybe your just pushing the bike past its limits for now and need to learn to ride within that limit more than over it.

I know many want to WIN, but I actually prefer to come in tenth with 100% no crashes and therefore more fun and feeling of success than if I was third and crashed all the time but could get up quick to keep my place.

In real life, you crash and your OUT!!!

DD

+1000

Totally agree DD!
Title: Re: Tracks and corners to test front-end stability
Post by: BOBR6 84 on May 28, 2016, 12:19:07 PM
+1  ;)
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 28, 2016, 01:21:03 PM
-1000

that is not the purpose of the virtual rider, dd.
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 28, 2016, 01:27:09 PM
Quote from: vin97 on May 28, 2016, 01:21:03 PM
-1000

that is not the purpose of the virtual rider, dd.

Surely your not suggesting that the VR is there to totally stop you crashing the bike no matter how hard you push it Vin?  :-\

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 28, 2016, 01:28:55 PM
no but he should know how much lean angle is possible, which is apperantly not the case at the moment.

Title: Re: Tracks and corners to test front-end stability
Post by: BOBR6 84 on May 28, 2016, 01:40:35 PM
tricky topic.. if the VR was perfect we would never crash, surely?  :D

the VR needs to ''loosen up'' .. so rigid and ugly. it makes the bike physics look stiff too imo.

Looks like it will remain the same too  :-\
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 28, 2016, 01:48:56 PM
how so?
the virtual rider is not taking into account throttle and brake (it doesn't stand the bike up for you when it might lose traction), meaning that given a certain lean angle, there is only so much brake or throttle you can apply before you crash.
if you want leaning alone to make you crash, you need to switch to direct steer where it is your job to find out how far you can lean the bike before lowsiding.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 28, 2016, 01:53:41 PM
So are you saying that in normal mode it is not YOUR job to find how far you can lean the bike before lowsiding???

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 28, 2016, 01:58:33 PM
To some extent no.

Look at wet conditions or when you have dirty tyres. The VR limits your lean. You don't have full control.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 28, 2016, 02:01:51 PM
So the lil fucker is not letting me chose the lean angle so what the hell am I doing? Is he a pillion who can lean the wrong way and fuck me?

I never realized he had that kind of control

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 28, 2016, 02:04:14 PM
Hehe yes time for you to go hardcore DST  ;)
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 28, 2016, 02:06:57 PM
DST is something I have not tried yet

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 28, 2016, 02:50:59 PM
yeah that's whole point of the virtual rider at the moment and that's exactly why i suggested that you add a second (steering) axis to your handlebar controller (as input) and let the leaning be output only.
that way you can use direct steer and it will be exactly like steering a real bike (given proper force feedback) with the handlebar automatically countersteering when the rear slides, feeling the front end fold, the bike getting harder to steer when the speed increases, etc.

back to the virtual rider and being responsible for inputting the correct lean angle: if anything, you should be able to lean more in banked corners not less in order to avoid a crash like it is at the moment.


if you are so keen on having absolute (as opposed to relative) control over the lean angle but don't want to use direct steer, you might want to suggest it to piboso. so rather than telling the virtual rider "I want that percentage of the maximum possible lean angle" you would be telling him directly "I want 60° lean angle". that way you could input more lean angle at banked corners.
but I can almost guarantee you that this will be impossible to control properly (at least with a regular gamepad), especially with how sensitive the virtual rider currently is to tiny steering inputs / lean angle corrections.
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 28, 2016, 03:35:35 PM
Quote from: doubledragoncc on May 28, 2016, 02:06:57 PM
DST is something I have not tried yet

DD

DST takes a lot of getting used to but it is very rewarding and a lot more realistic in it's control, but as far as I know there is only one person who strictly uses DST only and that is Klax.

To try riding with DST in a race were others are using normal controls is like trying to compete with MotoGP bikes on a moped at the Daytona 200. Lol

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 28, 2016, 03:36:57 PM
Quote from: Hawk on May 28, 2016, 03:35:35 PM
To try riding with DST in a race were others are using normal controls is like trying to compete with MotoGP bikes on a moped at the Daytona 200. Lol
could be much easier with a handlebar controller, though.
at least with a dual-axis one it definitely should be.
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 28, 2016, 03:45:16 PM
Quote from: vin97 on May 28, 2016, 03:36:57 PM
Quote from: Hawk on May 28, 2016, 03:35:35 PM
To try riding with DST in a race were others are using normal controls is like trying to compete with MotoGP bikes on a moped at the Daytona 200. Lol
could be much easier with a handlebar controller, though.
at least with a dual-axis one it definitely should be.
That is very true Vin, and DD's real bike controller should be a good advantage for riders using DST and encourage more riders to use it..... I'd love to give DST a try with DD's Controller.  ;D

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 08:38:28 AM
Okay, I know some say that DST is more realistic BUT.............their using a fucking gamepad!!!!!!!FFS what part of using a gamepad is realistic??????  Even GPB has been written and tested with only a gamepad..............HOW can ANYONE say it is realistic?????

Im peeing in my pants just thinking about it!!!

DO you ride a real bike with a gamepad????............... NO FFS so NOT ONE action of a gamepad is realistic. Oh pressing a button is like a horn button on a bike and thats about it. So yes, you have realistic horn function with a gamepad!!!! WTF!!!!

You know why everyone is faster than me?????, because they are using a gamepad thats inputs are unrealistic and exaggerated therefore the acceleration is far quicker, the braking far sharper making them have that edge over a real controller. I have to make over 10 times the amount of physical movement for all my actions than you do on a gamepad, now that is happening I can really feel a lot more in the movements I make and they are the real actions of riding a real bike.

Now we have a bit of understanding about the speed of input of the controller, you start to see that in using your gamepad, the steering movements you make are so quickly made that for them to be realistic and not cause crashes by what you call the smallest of movements, you need to extend the range of movement, which is what my system does. I need 300mm of movement for steering compared to your 10mm on a gamepad. With this amount of movement, anything that feels okay on a gamepad can be 100% WRONG for me with a set of real handlebars in my hands.

You have all been playing with a gamepad so long that it is second nature to you to THINK of your movements as realistic feeling, but in fact they are 100% wrong and not natural. As soon as I make any movement that is not natural to riding a real bike. IE actually turning the bars in the wrong direction to a corner, and it not only feels wrong, but is wrong. Yes you have counter steering on a bike but you dont actually turn the bars ALL THE FUCKING WAY to the left to go right, it is only a very small amount of movement in real life, but because games/sims and even GPB have to be written in such a way as to use a gamepad to steer with its over exaggerated and over sensitive little amount of movement, to work, when you then try using a system that has a real set of handlebars and far greater movement range it is WRONG!!!!!!!!!..............

I do not understand HOW, you can tell me that if I sit in front of my screen and lean all the way to the LEFT while I am going round a fast RIGHT curve it will feel realistic and look realistic!!!!!!!!!!!  FFS, do that in real life and you will end up in hospital and it is 100% the wrong fucking action!!!! And my handlebars are now leaning in the totally opposite angle to the bike on the screen!!! Right, that is so realistic because it is counter steering.............................FFS I am NOT using a gamepad so I REALLY FEEL it is WRONG!!!

I have been riding for over 36 years, 7 as a professional medical courier and rode and AVERAGE of 5000 miles a week!!!! I think I know what feels realistic or not and the movements of a gamepad are NOTHING to do with real life movement.

On my system I am using the whole top of my body and my feet to ride in GPB, If I make a movement that is not natural, using DST  makes that happen, then it is not a realistic feeling and not how I would ride a real bike. DST is for gamepads.

If you want to use DST with real controls you have to start spending a lot of money.

Sorry but it gets on my tits that the big companies in the gaming and simulation hardware industry have totally left us bike riders with only a fucking gamepad to play with, WTF.............Oh wait , that is realistic, its just like in real life where the biker is just scum and comes last in importance!!!!

I am not shouting at you guys I am venting my frustration that it costs so much to build a system that you cant all have one and understand what I am TRYING to say, I am dick at this kind of thing. But it just boils down to the fact that just because you THINK it feels right on a gamepad does not make it viable for a real life movement.

I dont crash as much because I can really feel that I am leaning to far, because I AM actually leaning, not pushing my thumbstick 0.76mm too far!!!

Maybe you should start to think more about how you are actually controlling you bike in GPB instead of automatically blaming the sim or the bike.

If Piboso and the bike mod guys make it that you can ride as fast as you want, lean as much as you want and not crash, then you might as well be riding in MotoGP or RIDE from Milestone because it would be an ARCADE GAME!!!.

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 29, 2016, 08:55:32 AM
Wrong big man! I have replaced my real bike handlebars with xbox controller thumbsticks because it makes my bike riding feel much more realistic. Put that in your pipe and smoke it  ;D
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 09:07:12 AM
LOL Nick I wondered who would be the first to say that hehe

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 29, 2016, 09:10:06 AM
And what is my prize? HS2?  :D
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 09:13:49 AM
I wish m8.

If I had the money I would give them away!!!

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 09:27:12 AM
ROFL!!  ;D

The famous DD soap-box strikes again!! Hehe ;D

I totally understand what your saying DD about even "simulators" being designed to work solely around game controllers instead of real life controllers. I guess the exception is car racing games that have a steering wheel, unlike bike simulators were the steering mechanics are very complicated in comparison.
DST is the real way a bike does steer, but as you say DD, the inputs when using DST in reality are very small to get the bike to turn, were as with DST in GPB you have to make big opposite movements to get the bike to turn(feels very weird until you get used to it); that is were DST falls flat on its face in GPB in my opinion and has been designed to work, as you say DD, with gamepads/joysticks and nothing else.
Maybe in the future Piboso could work on the DST control side of things and add some options in the settings to allow real bike controllers to work as they should with DST, but it's a difficult task I believe.  :-\

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 09:53:29 AM
Yep Hawky, and the biggest problem is that the reality of it all is that while riding a real bike at speed, you are HARDLY moving the handlebars at all!!! It is such a small amount of movement that to have it the same in a sim would make the input so sensitive that it would be almost impossible to control. To make it work you would need to have the steering work on pressure via load cells etc to be able to have only a small movement with a larger input range and it would still be so sensitive to make it very hard to use. I have tried dude lol.

This is why I feel that a lot of this "The bike is wrong, the sim is wrong I crash all the time" is BS. If you try to ride past the technical limit of the bike/sim, you will crash and it does not mean either of them are wrong. Too many people blame GPB and the bikes when a lot of it is them being better off in a bloody arcade game where they can ride and not crash!!!

Everyone screams "I WANT IT REALISTIC" but when it comes to reality of riding in GPB they want to be the fastest and never crash like in MotoGP etc!!! Aint gonna happen until they realize that having it realistic means that maybe they are not as quick and as good at riding as they want to think they are.

So............as soon as GPB becomes realistic and so are the bikes, they crash all the time, not because the bikes or the sim is wrong, but because NOW they have to ride properly and are not getting away with mistakes like they were before!!!

I find GPB and the bike feel far more realistic than they ever have and I crash far less, but at the same time, other riders are now complaining they crash more!!!................Think about it.

If I push it I can ride as fast, but I will crash more, so I slow it to where I dont crash and get to build my speed slowly but steadily without crashing. I think that is far more realistic than just being the fastest and always crashing.

As I said, in real life, you crash once, your OUT!!!

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 10:26:34 AM
Quote from: doubledragoncc on May 29, 2016, 09:53:29 AM
Yep Hawky, and the biggest problem is that the reality of it all is that while riding a real bike at speed, you are HARDLY moving the handlebars at all!!! It is such a small amount of movement that to have it the same in a sim would make the input so sensitive that it would be almost impossible to control. To make it work you would need to have the steering work on pressure via load cells etc to be able to have only a small movement with a larger input range and it would still be so sensitive to make it very hard to use. I have tried dude lol.

This is why I feel that a lot of this "The bike is wrong, the sim is wrong I crash all the time" is BS. If you try to ride past the technical limit of the bike/sim, you will crash and it does not mean either of them are wrong. Too many people blame GPB and the bikes when a lot of it is them being better off in a bloody arcade game where they can ride and not crash!!!

Everyone screams "I WANT IT REALISTIC" but when it comes to reality of riding in GPB they want to be the fastest and never crash like in MotoGP etc!!! Aint gonna happen until they realize that having it realistic means that maybe they are not as quick and as good at riding as they want to think they are.

So............as soon as GPB becomes realistic and so are the bikes, they crash all the time, not because the bikes or the sim is wrong, but because NOW they have to ride properly and are not getting away with mistakes like they were before!!!

I find GPB and the bike feel far more realistic than they ever have and I crash far less, but at the same time, other riders are now complaining they crash more!!!................Think about it.

If I push it I can ride as fast, but I will crash more, so I slow it to where I dont crash and get to build my speed slowly but steadily without crashing. I think that is far more realistic than just being the fastest and always crashing.

As I said, in real life, you crash once, your OUT!!!

DD

I totally wholeheartedly agree with you DD!  ;)
I call them hotlap-junkies. Lol

If a rider is going to push hard all the time then they should expect to crash, and like you DD, I also advocate that one crash and your out as it would promote sensible riding instead of this kamikaze arcade riding style of always going above the limits most of the time and hoping to get away with it attitude knowing that if they crash it doesn't really matter because they can just respawn.  ::)
As Kenny Roberts says: A rider will only ride at 95% of his limits most of the time and only push it to 100% of his limits when he feels he has to and then only for 3-4 laps at most before reverting back to 95% of his limits or your going to crash at some stage.

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 10:30:57 AM
Yep m8.

What will happen when we hold a race that is more realistic and it is a case that if you crash, your out!!! No respawn no getting away with crashing 8 times a race!!!

Then lets see who can FINISH a race???

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 10:35:43 AM
Quote from: doubledragoncc on May 29, 2016, 10:30:57 AM
Yep m8.

What will happen when we hold a race that is more realistic and it is a case that if you crash, your out!!! No respawn no getting away with crashing 8 times a race!!!

Then lets see who can FINISH a race???

DD

That would certainly sort out the men from the boys for sure! Hehe!  ;D

I just wish Piboso would implement this no respawn if you crash feature as a server option so that we could try this out..... It would be BRILLIANT!  ;D

I for one would LOVE to take part in those kind of races!!  ;D 8)

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 29, 2016, 10:41:34 AM
Quote from: doubledragoncc on May 29, 2016, 10:30:57 AM
Yep m8.

What will happen when we hold a race that is more realistic and it is a case that if you crash, your out!!! No respawn no getting away with crashing 8 times a race!!!

Then lets see who can FINISH a race???

DD
Easy no one will finish,  99% of the time, and servers will be more empty than ever.
Ha I am a pessimistic realistic today!
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 10:47:58 AM
Quote from: Napalm Nick on May 29, 2016, 10:41:34 AM
Quote from: doubledragoncc on May 29, 2016, 10:30:57 AM
Yep m8.

What will happen when we hold a race that is more realistic and it is a case that if you crash, your out!!! No respawn no getting away with crashing 8 times a race!!!

Then lets see who can FINISH a race???

DD
Easy no one will finish,  99% of the time, and servers will be more empty than ever.
Ha I am a pessimistic realistic today!

Lol! That is probably very true for the first few races Nick, but riders would soon realise that they have to be extra careful if they are to stand any chance of winning...... In other words it will give you that same sense of fear to crash as in reality and subsequently promote more sensible and realistic riding practices.  :)

But it would certainly help this cause when the bike and programme physics are fully sorted, because nothing would be more infuriating than getting a nonsensical front end low-side.... Can you imagine all the rage quits! Not that you could respawn again anyway! Haha!  ;D

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 10:48:56 AM
LOL Nick, yes it would be a hard one but it would teach people to really try to be more realistic and thoughtful of others on the track.

Some sort of way to say whether or not you CAN respawn, IE a simple slide where IRL you would be able to pick up the bike and ride on?

Very hard to make fair and realistic but I would enjoy it more with less crashing. It would be better in replays too lol.

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 29, 2016, 11:05:29 AM
Yep I totally agree with you guys in fact, but when you have been recruited by the Devil as his most favoured advocate you have to go with it or risk brimstone enema.  I speak for the masses really.
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 11:13:45 AM
Quote from: Napalm Nick on May 29, 2016, 11:05:29 AM
Yep I totally agree with you guys in fact, but when you have been recruited by the Devil as his most favoured advocate you have to go with it or risk brimstone enema.  I speak for the masses really.

Hmm..."Crucifix" stuck on my bike comes to mind! That should keep you behind me on track! Hehe!  ;D

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: PeterV on May 29, 2016, 11:42:59 AM
Quote from: doubledragoncc on May 29, 2016, 10:30:57 AM
Yep m8.

What will happen when we hold a race that is more realistic and it is a case that if you crash, your out!!! No respawn no getting away with crashing 8 times a race!!!

Then lets see who can FINISH a race???

DD

This really should be a server option under [hardcore] setting.

[hardcore]
force_cockpit = 1 ; 0 or 1
no_aids = 1 ; 0 or 1
limited_tyre_sets = 1 ; 0 or 1
respawn = 0 ; 0 or 1
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 12:02:23 PM
Quote from: PeterV on May 29, 2016, 11:42:59 AM
Quote from: doubledragoncc on May 29, 2016, 10:30:57 AM
Yep m8.

What will happen when we hold a race that is more realistic and it is a case that if you crash, your out!!! No respawn no getting away with crashing 8 times a race!!!

Then lets see who can FINISH a race???

DD

This really should be a server option under [hardcore] setting.

[hardcore]
force_cockpit = 1 ; 0 or 1
no_aids = 1 ; 0 or 1
limited_tyre_sets = 1 ; 0 or 1
respawn = 0 ; 0 or 1

+1000  ;)

Totally agree with you Peter!  ;) 8)

It shouldn't be too hard to implement I wouldn't have thought? But probably more work in implementing it than we think.  :-\

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 12:02:43 PM
It should be an option even not in hardcore mode.

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Napalm Nick on May 29, 2016, 12:13:39 PM
I would also like each 'assist' to be selectable too on the server.
Title: Re: Tracks and corners to test front-end stability
Post by: PeterV on May 29, 2016, 12:28:42 PM
Quote from: Napalm Nick on May 29, 2016, 12:13:39 PM
I would also like each 'assist' to be selectable too on the server.

+1000
Title: Re: Tracks and corners to test front-end stability
Post by: Hawk on May 29, 2016, 12:38:35 PM
Quote from: doubledragoncc on May 29, 2016, 12:02:43 PM
It should be an option even not in hardcore mode.

DD

I agree DD. I took it that with all the server settings Peter showed available in his post then that would be possible anyway.  ;)

Agree also that all bike "Assists" should be selectable via server settings too.

Hawk.
Title: Re: Tracks and corners to test front-end stability
Post by: doubledragoncc on May 29, 2016, 12:49:40 PM
The only aid I think is realistically a need for most riders as it is hard enough controlling the bike and that is rider lean. I know it is not right in many ways but it is the one compromise I think is needed until we all grow another hand to control the riders body.

I am working on ideas but it is a hard thing to implement correctly on a set of handlebars and yes I did use thumbsticks on an older system but it is awkward to get them in a good position to also use the levers properly.

I still think a modded EdTracker would be the best rider body controller.

DD
Title: Re: Tracks and corners to test front-end stability
Post by: Vini on May 29, 2016, 06:27:37 PM
man, wtf, give me a chance to catch up with you lol


Quote from: doubledragonccI do not understand HOW, you can tell me that if I sit in front of my screen and lean all the way to the LEFT while I am going round a fast RIGHT curve it will feel realistic and look realistic!!!!!!!!!!!  FFS, do that in real life and you will end up in hospital and it is 100% the wrong fucking action!!!! And my handlebars are now leaning in the totally opposite angle to the bike on the screen!!! Right, that is so realistic because it is counter steering.............................FFS I am NOT using a gamepad so I REALLY FEEL it is WRONG!!!

the biggest problem is that the reality of it all is that while riding a real bike at speed, you are HARDLY moving the handlebars at all!!! It is such a small amount of movement that to have it the same in a sim would make the input so sensitive that it would be almost impossible to control. To make it work you would need to have the steering work on pressure via load cells etc to be able to have only a small movement with a larger input range and it would still be so sensitive to make it very hard to use. I have tried dude lol.

If you want to use DST with real controls you have to start spending a lot of money.
The problem is that with your handlebar controller you are steering the bike on the leaning axis, which then leads to completely wrong behaviour with DST.
It's not the game that's unrealistic (it uses real forces), it's your controller, sorry DD :D
You need an actual steering axis (perpendicular to the lean axis) with electric motors pushing against your steering inputs to simulate realistic behaviour.
My suggestion is starting to make sense now, right? :P

Quote from: doubledragonccI dont crash as much because I can really feel that I am leaning to far, because I AM actually leaning, not pushing my thumbstick 0.76mm too far!!!

If Piboso and the bike mod guys make it that you can ride as fast as you want, lean as much as you want and not crash, then you might as well be riding in MotoGP or RIDE from Milestone because it would be an ARCADE GAME!!!.
This is why I feel that a lot of this "The bike is wrong, the sim is wrong I crash all the time" is BS. If you try to ride past the technical limit of the bike/sim, you will crash and it does not mean either of them are wrong. Too many people blame GPB and the bikes when a lot of it is them being better off in a bloody arcade game where they can ride and not crash!!!

Everyone screams "I WANT IT REALISTIC" but when it comes to reality of riding in GPB they want to be the fastest and never crash like in MotoGP etc!!! Aint gonna happen until they realize that having it realistic means that maybe they are not as quick and as good at riding as they want to think they are.

So............as soon as GPB becomes realistic and so are the bikes, they crash all the time, not because the bikes or the sim is wrong, but because NOW they have to ride properly and are not getting away with mistakes like they were before!!!

I find GPB and the bike feel far more realistic than they ever have and I crash far less, but at the same time, other riders are now complaining they crash more!!!................Think about it.
First of all, many crash due to the rider fall off bug which is obviously completely unrealistic and stupid behaviour.
Secondly, the virtual rider has the task of feeling the limit of the tyres because it's impossible to get that kind of feedback visually or from a gamepad and again if you want to be in charge of finding the lean angle limit, you need to use direct-steer. Sadly direct-steer doesn't seem to work with your handlebar controller, so either build one with a real steering axis or get used to the way it is.


Quote from: doubledragonccMaybe you should start to think more about how you are actually controlling you bike in GPB instead of automatically blaming the sim or the bike.
Who are you talking to here, DD?


Quote from: doubledragonccIf I push it I can ride as fast, but I will crash more, so I slow it to where I dont crash and get to build my speed slowly but steadily without crashing. I think that is far more realistic than just being the fastest and always crashing.
Quote from: Hawk on May 29, 2016, 10:26:34 AMAs Kenny Roberts says: A rider will only ride at 95% of his limits most of the time and only push it to 100% of his limits when he feels he has to and then only for 3-4 laps at most before reverting back to 95% of his limits or your going to crash at some stage.
Me and most other guys are riding like that in a race. We are never fully on the limit in races unless we are very comfortable (which is rarely the case on most tracks) or somebody is directly in front or behind making you push more.

Quote from: Napalm Nick on May 29, 2016, 12:13:39 PM
I would also like each 'assist' to be selectable too on the server.
+1

Quote from: doubledragoncc on May 29, 2016, 12:49:40 PM
The only aid I think is realistically a need for most riders as it is hard enough controlling the bike and that is rider lean. I know it is not right in many ways but it is the one compromise I think is needed until we all grow another hand to control the riders body.

I am working on ideas but it is a hard thing to implement correctly on a set of handlebars and yes I did use thumbsticks on an older system but it is awkward to get them in a good position to also use the levers properly.
What about my idea of a sensor mat you put onto your seat that lets you control the rider movement in a 2D plane by 'pivoting' your body on your ass?