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July 10, 2020, 06:48:08 AM

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Topics - Myst1cPrun3

After some testing, I believe I have come up with a theory and a possible solution to the seemingly random front end crashes, as well as the issues with camber changes mid corner.

(Thinking MG hairpin at Victoria)

I did touch on this in a previous topic before it was moved, as it got way off the original conversation point. (As much my fault as any that was so I apologize)


Until I started fiddling with tyres, I thought the front end crashes on camber changes was because of the suspension, and a lacking part in the simulation or mod..

However, in the tyre files, max lean can be set using the DX1 and DY1 values.

Now this differs per front and rear tyre so you can have a tyre have a larger max lean angle than the other.

The bike will only lean to the angle of whichever tyre has the smallest max angle.

So for instance if you let the front have a higher max lean angle than the rear, it is the rear that'll determine the total bike lean.

This becomes important in camber changes.
It's no secret the front tyre is narrower than the rear, so in terms of lean angle, it has a slightly different steering rate it seems. (Not sure on Reasons or physics behind this just how it seems)

If you are on the max lean angle of a tyre, and then the camber changes, the bike does not get stood up, the lean angle changes to beyond the maximum set value in the tyre file, and a crash occurs with seemingly no warning. Typically these crashes are front end crashes as that's the narrower tyre and it's also what it's the camber change first.

As a result I found giving the front tyre 0.1 extra lean on the  DX1 and DY1 values when compared to the rear tyre helped a lot.

This extra angle doesn't affect the bikes handling on the flat, as the rear tyre will be the limiting factor, but when the camber changes, it means the front doesn't simply 'fall off the edge' like is known to happen in GP Bikes.

This isn't to say you can't crash, you can, it just adds a bit of control of the bike over camber changes.

Here is an example of the M2v2 at the MG hairpin, where I was being quite aggressive on approach, and could make the apex confidently, despite the known issues.

It is a marked improvement, but I am going to do more tuning when the 'big tyre update' drops for the v2
Support / Unit Pro Link Help - Over extending
June 06, 2020, 10:40:54 PM
Trying to make a Honda CBR600rr from 2005, and it uses the Unit Pro Link suspension model, also known as the "Linkage Rod Swingarm" option in GP Bikes.

I own this bike, and used accurate measurements for each parts length and angle, and I put them into BikeED, and it looks good there. However when I go to track, the bike has no limit to the rear suspension extension, to the point when I brake hard the rear stays on the floor, but the bike chassis hits about 45-50 degrees, nose down.

Why is this, and is it a bug? Or have I made a mistake? The measurements are accurate to the real world machine so it should work...
Support / Clutch Mapping
May 27, 2020, 06:33:34 PM
Was browsing through the CFG file and found the 'Clutch Mapping' option under the clutch section. (of all places)
Do we know what this does and/or is it working/implemented in GP Bikes ATM?

What are the differences between mapping 1 and 10 for instance?
Bug Reports / Replay Free Camera Bug:
May 27, 2020, 06:29:24 PM
Bug report:

Replay mode free cam:
The number keys on the Numpad which are used too look around, also now seem to control the replay settings such as play and skip to end at the same time, making freecam close to unusable for me.

Dunno why
Bikes / 2018 M2 V2 Rework
May 26, 2020, 10:24:32 AM
Following some research, I attempted to rework the M2 to make it more rideable and accurate to the real world.

As it's the same model all skins work on this model also.

Beta 1 is available on my Discord, will get an update tonight to amend some issues.



Shot By TomHWK

Mods / QuickShifter Sounds
April 10, 2020, 06:44:45 PM
Just wondering if there is a way to assign a specific sound to gear changes, rather than backfires through the rev-range?

Such as the ignition cut 'bang' on up-shifts when using a quickshifter?
Paints / KRUSH Racing Suit
March 04, 2020, 08:34:29 PM
I offered to make KRUSH a suit, and well, here it is - rider model 2

LINK: https://mega.nz/#!BCxxiIiC!RzmBhwTJ5T-U0ALLoXluh6IGDJfyuiQa_3aJOahEFlc

Support / Onboard Camera Replay Volume
March 02, 2020, 12:20:11 AM
I was watching a replay of some of my riding, and noticed that in gyro cams, the bike gets louder when leaning one way than when leaning the other.

This is most noticeable in the 'tail gyro' cam as it is in the center of the machine on the L/R axis. I was wondering why this is, or even if its intentional, or if my pc is Glitching out?

Is it the mic of the imaginary go pro is on the right so it gets closer to the exhaust when leaning, and if so, is there a way to change this? As some bikes have left hand side exhausts and under-seat units so that shouldn't happen if that bit is correct. What is the reasoning for this difference in volume?

Support / First Person Dash LEDS
February 22, 2020, 09:51:35 PM
In first person there is the option for LEDs to light up on the 3d cockpit model, what LEDS are available to light up:

So far I've got:

RPM LEDS, so the strip
Pit limiter engagement light
High Temp Light
Launch Control LED
Neutral LED

Are there any more systems, such as Oil pressure, or when the electronic aids kick in, that can light up on LEDS
Suggestions and wishlist / File Auto-Gen Programs
February 14, 2020, 12:26:39 PM
I've been delving into mods, and, being a bit dumb at some points, there are things that confuse me, so I'm hoping that they can be cleared up in this thread.

As I said in the bike physics thread, the BikeEd seems to have some little oddities in the way it does calculations and naming, so clearing that up would be lovely.

Thread: https://forum.piboso.com/index.php?topic=8189.msg103822#new

Tyres - I believe I have a little bit of understanding on how the tyre files cfg work, but I am not anywhere near confident on something like Pacejkas Magic formula.

I am going to be reading up on it a little to help myself, but as a newbie, it can be quite intimidating.

I have noticed a program called MaxTyre and this seems to show tyre behaviour. Although again, without an understanding of the magic formula, I don't know enough about it to utilise it fully.

As a result I was wondering if it'd be possible for a program to be created with some basic input values, that then auto-generates a correctly formatted tyre cfg based off these.

Values like 'maximum lean angle' (for flat uncambered surfaces) and then a +/- angle that can be used in ch
Canging cambers and track profiles.

Then input tyre size, in actual sizes, (like 190/55/17) or some such (that may not be a real size but you get the idea)

Maybe have a baseline to adjust the radius and those values automatically, per manufacturer?

A tool would also help tyre handling as some tyres don't behave 'well' shall we say, so it could be beneficial for both Pib and Modders.

I would love something like that.

You could even take it one step further and have a bike.cfg editor, that does the maths for you.

Add the masses, lever travels and all that, and have inertias and forces and such Calculated accurately without the need for users to do the calculations, which for unknowing people new to the process could be a bit hard.

As well as that a streamlined GUI could make the massive 'wall of text' that is a cfg easier to look at and understand.

I don't know if I'm the only person that feels like this, but I know the tyre program would be used if it exists.
Mods / Myst1c's Mods
January 27, 2020, 12:16:05 AM
Here is a link to my discord, where I plan to release the odd mod every now and then:

Support / Throttle Mapping
January 25, 2020, 02:30:28 PM
I get that you can create different throttle maps in the bike cfg, which better controls the power for each gear.

But what I want to know is how can I assign one throttle map to one specific ENGN file?

So have one map for one engine mode,
Then another for a different mode, and so on and so on.

And when, in game, I change from say a Q mode to an R2 mode, am I changing the throttle mappings or the engine mappings, or both, and how does the sim figure out which?
Off Topic / F1 New Engine Format: Considering 2T?
January 13, 2020, 09:56:00 PM
So I came across this link that f1s new engine format could be a revival of ye olde 2 smokers with alternate fuels and so on, and apparently MotoGP have been looking at similar options.

I think this could be a step backwards, due to emissions and so on. I actually believe diesel would be a better alternative for Grand Prix, a more forward looking option. (No electricity as motoe exists)

But still here's the link, any thoughts. I know what @Hawk is going to say before he even replies,but still..  ;D  ;)

Off Topic / Ride 4 Confirmed
December 04, 2019, 10:25:09 AM
So milestone revealed ride 4 today..


Following some testing, It appears that the clutch is not needed for gear changing at all, no matter if semi - automatic is set to 1 or 0. I get clutchless shifts are a thing that is possible however, and while it is possible for up-shifting, It should only be possible on downshifts with a blip, and yet I can just mash the box down without any blips or what not.

Wondering if I've missed something or if that it is currently not possible to make the clutch a requirement, for downshifts at least?
Off Topic / Return of the 2 strokes?
November 06, 2019, 06:05:43 PM

Following this little pop up on my Facebook news feed, and seeing that it will meet the highest EU emissions brackets, it makes me wonder:

With the new technology that's available, are 2 strokes a viable option again?

And also, what does everyone think of this new 250, gonna be good? I for one will be paying Very close attention to it.
Oh, and it's Italian which is a win


Paints / MOTOGP Skins: Missing Link
November 02, 2019, 06:59:10 PM
Following the release of the outstanding MotoGP mod by manu, and the update to move Zarco to the LCR Honda, I elected to re-introduce the ones that were removed. (Zarco KTM, Nakagami Suit + Helmet)


After watching some interviews about how MM93 rides the Honda GP Bike, and why he's able to perform so much better, I found out a lot of it revolves around the rear brake usage.

According to Crutchlow, (Who has access to Marc's data) the Honda has huge issues regarding the electronic engine braking and its consistency, which results in an awful jumpy sensation of the rear, particularly when it is just touching down after a small stoppie (Not too dis-similar to the current EB Simulation in GP Bikes)

Now apparently, Marquez gets around this by slamming the rear brake when the wheel is in the air, to override the engine braking of a fashion, so that when the wheel touches down, instead of it gripping, and causing a tank-slapper, the bike keeps sliding relatively smoothly.

Now I tried to replicate this in GP Bikes, and to do that, I bound both the Front, and Rear Brakes to my left trigger (XBOX ONE CONTROLLER), and fiddled with the input sensitivity/parameters to get them something like what I could run.

It worked rather well if I'm honest. I was able to replicate Marquez's style on entry to turns, and slide the bikes much more naturally on entry also.

However it wasn't 100% set up, and there is still tweaking to be done, as well as the fact it changed my approach to corners. Overall I didn't notice much time difference, but I was more consistent, particularly on the Grand Prix Bikes.

One unexpected issue however was that after the initial turn in, I lost all functionality of the rear brake as an individual system, as to activate the rear brake I had to pull the front, and that was not great for small corrections mid turn.

That is where this suggestion comes in, and having the option to map 2 separate inputs to the rear brake, then we can have the option to run individual brakes or joint, or a mixture of both. As without a full handlebar/footpeg system, it can be awkward trying to get your fingers to all the sticks on a gamepad.

Most MotoGP Machines have both a thumb operated rear brake lever, AND a foot operated rear brake lever, giving them 2 options for rear brake usage, (How they can use the rear brake with a foot dangle), so I think it would be cool to have a similar feature, and would open up so many more avenues for riding style and setup.

The actual use of a rear brake on a motorcycle is questionable, some people swear by it, others say you don't need it at all. This Thread is NOT about whether you should use a rear brake or not, its not even about how or where you should use a rear brake. It is about having an option in the menus for an alternative input to the rear brake. As a result of this potentially going off topic easily replies are locked
Setups / Trouble Shooting Setups - Tips
October 13, 2019, 10:24:27 PM
I have had a circuit guide for a little while, and in it it has various items in it to help tune out some issues with setups.

Given GP Bikes is a Sim, these 'trouble shooting tips' should work here as well to some degree, and will definitely help a newer rider begin a foray into setting up a bike, both on track and in GP Bikes.

So here goes. I will list symptoms that are commonly found in the sim (and on track) and possible fixes for them.

Note: Sometimes there is more than one possible fix, so adjusting one value may not work and fixing one issue may cause another.

I will also hopefully get this a sub-board, and expand this to include terminolgy and such, but for now, this seems to be all that is needed.

Symptom - Forks Top Out
Fork Springs too stiff/too much preload/too little oil. (Too light of an oil can be relevant for real world machines but that is not changeable in GP Bikes)

Symptom - Forks Bottom Out

Fork springs too soft/too little preload/air gap too small/compression damping too soft

Symptom - Front End Judder(Chatter) in turns:

Insufficient Fork Rebound Damping

Symptom - Front End Judder(Chatter) on Brakes:

Too much Fork Compression Damping (Real world bikes would also check wheels and brakes for balances/warping/general condition, but generally not an issue in GPB)

Symptom - Rear Wheel Skips on Brakes:

Insufficient Rear rebound damping/rear ride height too low/Changing down gears to quickly - Especially 4 Strokes - (Can also be caused by a too low Idle, which does not affect GP Bikes)

Symptom - Bike Weaves Under Hard Braking:

Rear Ride height too high/Steering Damper too stiff (Not currently adjustable in GP Bikes, but real world riders may find this useful)/wheels out of line(Again not a thing in GP Bikes, but real world riders may find this useful)/Fork Springs too stiff/front compression damping too hard

Symptom - Bike Wallows or Judders(Chatters) through Turns:

Insufficient Rear Rebound Damping

Symptoms - High Speed straight-line weave:

Rear Spring Rate too soft/rear rebound too soft/steering damper too stiff (Not currently adjustable in GP Bikes, but real world riders may find this useful)/head races too stiff/rear ride height too low

Symptoms - Bike Unstable at Speed, Prone to Tankslappers:

Rear Rebound Damping too soft (Or too stiff, adjust either way to pinpoint), trail too short

Symptoms - Rear Wheel Judders Under Power:

Rear Compression Damping too Stiff/Rear Spring Rate too high.

Suggestions and wishlist / 2D dash in First Person Mode
October 13, 2019, 09:29:23 PM
This is perhaps a little controversial one, but Id love to have the OPTION to see the standard 2D dash, (That you seen in chase cam) when I'm riding in first person or VR. Some older Mods, while fun to ride, do not have working dashboards, and can result in a bit of an odd sensation.

While MaxHUD fills this void, it would be nice to have the option for the default period dashboard to show, and be moved to a more appropriate position.

(Like you can with MaxHUDs data)