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April 20, 2019, 06:49:27 pm

News:

World Racing Series beta13 available! :)


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Messages - Vini

1
I want to dig this thread up because while tankslappers have been greatly improved (albeit partially due to better bike data tuning), there is still something fundamentally off about the virtual rider in my eyes.
More specifcally, the constant presence of a steering force that keeps the front centered even when it makes zero sense (coming out of corners with no weight on the front).
I still believe that this is the reason you have to use unrealistic throttle inputs to maintain a stable powerslide and it may also be related to the bad low speed stability.
The reason I think this is because smooth rear wheel steering is certainly possible and I use it in every corner to some degree in order to tighten up the exit but if you want to maintain a powerslide with a significantly greater steering angle, you have to agressively upset the bike with the throttle because the virtual rider is working against the slide, trying to get the front wheel in-line again.

Quote from: Vini on November 22, 2017, 05:50:45 pmIn reality, riders loosen up on the handlebar under acceleration, so that the front wheel is allowed to stay slightly misaligned until it catches traction again by itself.
https://www.youtube.com/watch?v=lX_1cK5Q9tQ&t=28
This "controlled misalignment" under acceleration is not possible in GPB at the moment because the virtual rider is obssessed with getting back to the "correct" steering angle.

So my question to PiBoSo is if it is possible to implement a little subroutine that goes something like this:
if fork travel < X & steering angle > Y, set VR steering forces to 0
The parameters X and Y (Y being the critical one) would be defined in the bike CFG.

I think this relatively simple subroutine would be a worth a try in a future release.
2
I know that this feature has been implemented but IMO it doesn't really work because you still have to manually check the icon, so you can still easily forget about it.
It would be really helpful if the icon would actually start blinking.
3
There is a dragstrip which is good for practicing. It would just need some low-speed figures drawn on the asphalt.
4
Media / Re: Gpbikes videos ;)
April 19, 2019, 11:43:45 am
A MotoGP lap at COTA, probably the most technical track there is:

5
Custom hardware / Re: Motorbike Simulator for home.
April 17, 2019, 11:32:47 am
i agree, a motion system doesn't make sense even if you manage to work through all the engineering problems. a stationary handlebar system is simply more realistic because you are not pulled off the bike by gravity. as long as you have a seperate steering axis with force feedback, direct-steer-mode will give you all the feedback you need from the bike. you can increase intuition and immersion by making the handlebar lean (output only) but that's about it. DD's "inverted swing" handlebar system seems like the most ergonomical solution to that problem but it lacks the seperate steering axis.
a third axis to simulate the suspension (so wheelie or stoppie in the extremes) would already be overkill IMO.
6
Bikes / Re: Update STK1000 Mod Beta 15
April 15, 2019, 10:08:01 pm
Not an issue on the MotoGP bikes.
To be honest, I have no clue why nobody is using them (relatively speaking). Maybe the cfg editing is too much work for people which would be sad.

Anyway, that's off topic.
In short the front is too soft and the rear of the bike too stiff on the STK bikes.
7
Bikes / Re: Update STK1000 Mod Beta 15
April 15, 2019, 09:45:52 pm
So are these bikes still in development? Who is the creator?

Because the front needs some work. Just randomly folds everywhere + tankslappers.
8
brilliant track!

only issue i found is the last camera (at the chicane) being too close.
9
wow, looks really good.
10
Tracks / Lorenzo-style low-speed practice "track"?
March 15, 2019, 01:07:50 pm
Hello all!

What do you guys think about a "practice track" with different figures drawn on the asphalt that you have to follow, similar to how Lorenzo is supposedly training. For first and second gear, so a little faster than in the video.

11
Custom hardware / Re: mini handlebars for gamepad
March 13, 2019, 12:06:34 am
Quote from: maggikk22 on March 12, 2019, 10:03:29 pmAlso, I set the direct steering to 100%, which is too sensitive and unplayable with a standard gamepad joystick.

Disagree on that one :D

Anyway, great little invention!
12
General Discussion / Re: GP Bikes beta15b
March 11, 2019, 07:55:12 pm
I feel like the downhill-understeer problem is better in this beta.
13
General Discussion / Re: GP Bikes beta15b
March 05, 2019, 07:42:55 pm
yes, thank you piboso.
great beta!
hard braking is fixed and the feel for the rear tyre is much improved. physics and bike handling in general feel great.
14
huh, good to know.
now i wonder if we could use that "dab feature" to save the front in faster corners. piboso should really include a manual option.
15
Media / Re: Gpbikes videos ;)
March 05, 2019, 11:26:18 am
Some beta15b clips, trying to nail that last sector of Okayama with the M1.
Very nice, technical track!
Also really happy with beta15 so far.