Of course! You can use it as You need.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
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?

I will reupload track with cameras today at evening.
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).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)?
My fault.



It's like to say what E=mc^2 is incomplete because:
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. 
) 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, 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. 