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November 27, 2021, 01:36:45 PM

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Messages - grimm

General Discussion / Re: Wheelies
January 25, 2019, 07:25:37 PM
In the daily dev thread, it seems our request was answered with a reworked wheelie angle. Big thank you to Piboso for that as I'm not that good at putting together laps, but I love (alot) wheelies in real life, and on GP Bikes (and MXB too!). Getting back to putting in long rear brake coasters with the latest physics will be a huge push to get another video put together since powerslides are possible now too.

Again, big thanks to Piboso for listening to the community, even if it is 0.01% of us that actually are addicted to the stunt riding portion of the motorcycle lifestyle, allowing your simulator to be used for training purposes (DD's design and a few parts I used for a controller setup works fantastic for developing muscle memory, my last riding reason was epic due to the combination) and just for fun too, is what has me coming back to it above all else (even car sims).

General Discussion / Re: Wheelies
November 27, 2018, 03:58:31 PM
Hi! Resident king of wheelies here, a few beta's ago it was possible to get a little tail scrape before the rider comes off the bike... something changed and now it takes far less angle to come off the bike. Maybe Piboso could tell us what changed and if it'll ever go back to where it was?

I've been playing MX Bikes since the update broke wheelies on GP Bikes. Long rear brake coasters and 12 o'clock tail scrapes are still possible on MX Bikes.

I can't remember what beta this was that I filmed this, but it was the last time the biggest the angle ever got with wheelies. If we could have this back it would bring me back to GP Bikes a bit more often. Manu's CBR600RR was a real pleasure to wheelie as well, but I still found the fall off point to be a little sooner than the video filmed here.

General Discussion / Re: TT game announced...
October 13, 2018, 04:25:34 PM
With the recent sale on the title, and the fact Ride and Ride2 were okay to some extent, I reluctantly bought a copy of TT thinking it'll just be about the same, but actually have the IOM.  ::)

I've never requested a refund on steam until today. Started the game the first time and it stuttered constantly, dialed down the graphics considerably, tuned off vsync, still choppy but I got it to run somewhat okay. The physics, views, and overall feel of the game was arcade at best though. If it ran good enough to be pretty to look at, I can imagine why it's worth the money, but if you are looking for a good IOM TT racer, we're still left waiting.

Might repurchase if someone dials in a handling mod that gets it closer to RIDE2 in feel, but it otherwise feels as though it's a half baked game that should have been developed alot longer before release. The reviews reflected the same attitude RIDE received, so I gave it a shot, and it's by and far, way worse than RIDE could have ever been.  :-\
Support / Re: Setting Up MS-1 Handlebar Controller
September 23, 2018, 04:41:34 PM
More info from DD himself.


It appears, PS to USB does not work with the controller and GP Bikes (recognizes everything as buttons). As I said before, you will have to physically wire a XBOX (the original one) adapter to the controller as I had done in order to make full use of the xbox controller program. Sorry, it probably isn't the answer you are looking for, but, it's the answer to the question. It truly involves splicing wires to achieve the correct output from the controller to the computer.

If I can find it, I'll figure out what  I wired to where... might have thrown out my old MS-1 years ago though as it stopped working pretty soon after I tried it on GP Bikes as it's just a cheap pile of junk controller overall. Buy from DD and you won't regret it after experiencing the high quality he requires for his designs.
Support / Re: Setting Up MS-1 Handlebar Controller
September 23, 2018, 04:34:11 PM
I used a MS-1 years ago, I got around the problem by wiring it through a XBOX USB adapter instead of the PS-1(2) adapter to USB. There is programs that also recognize the controller as axis control as well.

Did you setup the MS-1 in Windows controller config? Did you detect and verify the axis in GP Bikes options menu as well? If I remember right (it's been a looooooong time) it took a bit of messing about to get the brake/throttle working correctly in GP Bikes.

If I recall right, the clutch is a button, but, the throttle and front brake lever are axis. I tried the MS-1 on Tourist Trophy and TT Superbikes with great results. Nothing quite like riding a long controlled power wheelie on Tourist Trophy, or pulling a long controlled powerslide on TT Superbikes. The MS-1 has its merits when it actually works... otherwise it's a flimsy, cheap, invevitable headache of a controller.

Alternatively, you can contact DoubleDragonCC here on the forum and buy a quality controller that makes the MS-1 look like the garbage it really is.  :P
Tracks / Re: Tracks Beta 13 *UPDATE*
July 25, 2018, 04:28:47 PM
I just found this thread, no idea how I missed it! Thanks for all the hard work! Downloading now.

Nothing against Piboso's effort, but the default track has some serious banking and safety features, where as the flatter tracks have a "home grown" feel that the default track just doesn't deliver as it seems like the most professional venue possible. My local tracks are small, rather flat (except for Angell Park Speedway) and it always felt the Sprint cars would looooove to be on a loose flat track with a few tractor tires on the infield and some low fencing on the outside. Dreams do come true in the sim work, it just take patience to wait for someone talented to come along and gift the community an awesome selection of dirt courses. :)
Downloading now.... and here I thought I would get to the work in my shop I need to do.... might be a late night if I spend a wee bit of time on a proper road racing course. I've watched your thread for this track for a long time hoping for an early try at it to get released. Even in early stages, I'm excited to try it out. Thank you so much for the effort!  ;)
General Discussion / Re: supermotard
July 01, 2018, 04:50:21 PM
I'll see if I can dig up the old files and figure out what all I changed for the SM Bikes pack. I've had a few requests to update it and I think it's just time to do so. The two stroke SM's were a ton of fun on kart tracks, the engine character of the 250X made rolling it on at apex build into the power band by corner exit, and clicking up the gearbox as you run into the strait sections, was super rewarding.

The 650 was based on my friends XR650L (not your grandpa's 650L!) that has a Wossner piston (683cc), Hot Cams Stage 1 cam, extensive port work to match the oversize valves (can't remember how much bigger they were, but they took up alot of real estate in that head!) and a flat slide carb on an opened up airbox with an intake boot that fitted the flat slide to the airbox proper. IIRC the gearing is +1 front and -3 rear (custom rear sprocket) and it still wants to float the front tire in 3rd gear. Honestly it's as close to a XR650R as you will ever get with the L model. Seeing it represented in game, and able to pick up the wheelies at the same speeds that my friends bike does, was pretty incredible. I've been bugging him to put supermoto hoops on it for years.  ;D

I'll try to find some time to update the pack and get online. The latest MXB beta is fantastic at low speeds on kart courses, and some of the RX tracks that have been released are really good with the dirt physics and air control that has been straitened out.

Did a loooooong wheelie on the last beta with the standard 450SM.  8)


General Discussion / Re: supermotard
June 29, 2018, 03:30:20 PM
Quote from: flodu66 on June 27, 2018, 09:52:00 AM
yeah but i prefer only play to gpbike :)

It doesn't hurt Piboso to sell more titles though. All tracks for GP Bikes and WRS are compatible with MX Bikes. There is a Supermoto pack that was released last MXB beta that might still work for the current beta. RX tracks are wildly fun with SM bikes too, the latest beta for MXB made kart tracks work fantastic with the SM's as well. Just saying, I was a hardcore GPB only racer until I tried MXB, and fell in love with it. I now play both equally as often.  ;)

Jose Reina MX Bikes Supermoto pack:

Before the SM pack was released I made a (quickly put together) pack of stock bikes with SM wheels... also added a few engines/chassis weights in an attempt to add a 125 two stroke, and a 650 four stroke single to the mix of SM's available. It is now outdated and obsolete due to Jose's pack. :)


Custom hardware / Re: What controller?
March 21, 2018, 12:24:08 AM
No stopper on the lean. You can turn until the bike falls, it is the only bike like that too. The "mod" bikes are way better and easier to control, as well as the Verese and 990.

I find a XBOX One controller has far easier controls than a XBOX 360 controller, but I agree with DD all the way, bars, throttle, levers, shifter and brake, it goes a long way to make GP Bikes feel natural. Somewhere on my hard drive here I have pictures of a setup I built from something DD designed years ago (not exact, but it was okay enough to find how fun it is!), I used parts of his original design, some junk from my motorcycle shop, and made a controller myself that worked okay, but the HS3 is exciting looking! I'm eventually going to sell some of the parts I have been hanging onto over the years (wheels, forks, engines, etc.) and place an order myself for the HS3 so that I have a dedicated PC and controller just for the bikers I know to come over and have a night of it on the simulator.  :P

General Discussion / Re: Tired
February 23, 2018, 06:45:54 PM
I faithfully followed GP Bikes from Alpha3 up to Beta11... when the file structure changed yet again and required updating of all mod bikes... that was the breaking point for me. I gave up and now quietly lurk, hoping that if I have to deal with reinstalling every, single, thing, back on my hard drive, I'll do it when the game/sim has been sorted far enough that it is worth the effort.

I tried to start some fun offline with the wheelie challenge, but it seems I'm the best? Nobody has really put an effort into trying and posting a video, or, there just isn't any hooligans? Dunno, but it really seemed odd nobody wanted in on it.

Met a few GP Bikes members over the years. We are a strong community! Piboso most definitely has our collective support. Far more than almost any early access dev I've ever seen. My Summer Car is the only other alpha/beta early game I've seen that is sorta buggy, but has as much rallied support from a small group... and MSC has sold so many copies the dev has to be swimming in money like Scrooge McDuck. With some polishing, as the community has said ALOT, Piboso's title could go the same route... just need that net code and steam early access and the financial gain would help grow that skin a little thicker to ignore the criticisms.  ;)

I'm thinking it's about time Piboso has some trust in us and discloses what is going on. Is the code a mess? Is the work load spread too thin? What gives? I understand the need for privacy, but it's been years, an explanation, even if it's a shrug over not having a clue what is causing problems, is better than nothing... yet we get radio silence.

Back to lurking... hopefully something changes.

Finding Manu in a server after the release of the CBR600RR was one of the most fun times I ever had online in any game. If GP Bikes was sorted, I would never have a free minute with how often I would try to be online riding. I really wish I had a screen shot of the chat when people started seeing my wheelies as I was running laps: "Wow", "You're good!", "Holy sh*t!!".  8)

Give a wave to the people in the pits as I clear the entire front strait at Victoria.  ;D

Not sure if Cleveland is still in the track database, but that had a long airport runway and quite a few connecting road sections off of it. A track called "Trial" has a large parking lot as well where you spawn in from the pits.

Brequinville has a large lake near the pits that is the same traction as the tarmac. Great place to push a bike into deep lean angles without bumps, and test braking capability and acceleration traction.
Off Topic / Re: Usernames
October 10, 2017, 01:25:17 AM
Died from blood loss when I was 14 years old, revived with an 8 pint of blood transfusion (losing it as fast as they pumped it in during surgery after bringing me back), paddles to the chest and all, major medical intervention. Ended up with a 20" BMX bike handlebar impaling me under the left side of my chest, punctured my spleen and broke a few ribs in the crash... end of my career as a rider of any sort. Just for fun now. Had to learn how to walk again too.

I assume a great deal of you have a good grasp on the English language. Here is a video about a man that should be remembered for what he did to save people that push life to the limit, to every extent you can find, you live as fullest of a life as you can. Men like John Hinds saved my life the day I was flat lining on the way to the emergency room.

*Too lazy/drunk/tired from work to try to embed this, worth a watch though, rapid response doctors are the most amazing people on the planet*

When I met up with my friends after I was most of the way recovered and back home, they said "You cheated the Grim Reaper!".... and Grimm just stuck after a friend started calling me by the nick name. 33 years old now, I am known as "Ratty", but leave that for IRL occasions or occurrences where something to do with my actual motorcycle riding or building has to do with it.
General Discussion / Re: Piboso
September 12, 2017, 03:23:11 PM
I always imagined this when I think of GP Bikes development.  ;D

General Discussion / Re: Welcome back UC
September 11, 2017, 09:42:42 AM
This is the bullshit that kills communities on the internet. Especially forums. It's been said before, and I'll even say it again, we are guests in Piboso's house here and if the plug gets pulled due to drama, I won't be surprised if I'm stuck checking the main site for a new beta or news via daily or weekly visits if this forum shit doesn't stop.

Intellectual property on the internet is still one of those "up for debate" things that hasn't been totally sorted... there really isn't much that stops anyone from manipulating or changing things and publishing them as their own. To sit here and insinuate that somehow, someway, you are going to police this sort of thing is just power tripping on a level I can't get down with.

Welcome back UC... wish it would have been quieter and more peaceful of a return... could have just kept this in PM's, but, I caught the other thread and now this one, and it's frustrating to say the least. I want to see quality content, not a fight between the people providing quality content.

Anyone else see the latest reports on development from Piboso?

Quote* GPB / MXB: completed work on support for the suspensions, spring, cables and brake lines animations

That is far more promising, and exciting, than this bitch fest that is occurring about SOUNDS. Fuck sake guys, why? Is it that much of a pivotal factor in your lives that sound samples will dictate how you are remembered in history? Ugh.  ???