It is always the same problem with Piboso who makes some very good work but there is no communication.
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Quote from: HornetMaX on October 05, 2016, 12:07:32 PMQuote from: doubledragoncc on October 05, 2016, 07:41:42 AMI'd argue it's not useless but it has a bug: if you look at the 3rd video (crash 1), the bike does not respawn exactly where it stopped, but a bit off with respect to that position.
This is why the new respawn is useless
If the bike respawns exactly where it stops (and in its current direction), there's no way your rear tyre could be in the barrier, so there will be no problem.
@Yan: was crash 1 video from an online session (playing on a server) ? Does this also happen offline (testing) ?
Quote from: JamoZ on October 05, 2016, 01:03:04 PM+1Quote from: Stout Johnson on October 05, 2016, 12:59:16 PMSo for my taste, it could even be more realistic...
Allright, keep a sledgehammer nearby when playing and the next time you crash you smash your keyboard, monitor, desk and computer and throw the pieces out the window.
Then you`ll have super realistic repair costs and time
Quote from: Hawk on October 05, 2016, 12:52:29 PM
The new bike reset is great.... It just has a bug that needs fixing.
Beta9b by any chance Piboso?
Hawk.
Quote from: Stout Johnson on October 03, 2016, 09:59:23 AM
@Piboso: Congratulations on addressing the "throttle mapping". But notwithstanding, grip-wise there definitely is tuning to do. But you already acknowledged that. At the moment it is more like digital grip/no grip. But in real life, there is constant wheel slippage and therefore some sort of wheel "sliding" when riding a highpowered motorcycle, even if that tyre slippage is not always noticeable to the spectator. Many do think that only under power sliding there is actual wheel slippage, but it is almost always there. So I think this should be resembled better. As well as more realistic tyre temp curves. Because at the moment I think if there is slippage at the moment, the tyres overheat too much (which causes its own problems).
Some other short comments/questions.
1. concerning throttle mapping: My understanding is that this was only used for certain time by Honda for the RC211V. But in GPB the "throttle mapping" you just introduced can be turned off by modders if we for example want to make modern MotoGP mod, correct?
2. concerning throttle mapping: from my understanding the throttle mapping was used to prevent "excessive" power outage at lower rpm's which would have mostly caused high-siders out of slower corners; but it still did allow for massive power slides - this should be resembled!
https://www.youtube.com/v/ytq9o8xPEIY
3. I/we do acknowledge you have a very comprehensive simulation of motorcycle physics; but that does not mean that all parameters are set realistically. Please do not take our feedback/suggestions as bad critic, we try to help make your sim better. Many of us actually do have much experience with bikes, some even bike racing. Much more than you have, so please use this feedback, it is very helpful.
4. As you probably know, realistic tyre simulation is the most important aspect of a motorcycle simulator, as the tyre is the linkage between the bike and the tarmac. But it is also probably the hardest thing to simulate, because there just is not much data there. And the tyre simulation of a car sim just is not applicable to motorcycle physics in all aspects. So, you probably are doing pioneer work right there in trying to evolve a realistic motorcycle tyre sim. This could be something you could get credit for.
--> But please include some of us to help you develop such a tyre model... you cannot expect yourself to be an expert in programming and motorcycle racing irl (choose some among this forum, there are many good people available here that actually do have racing experience and can give you good, well-spoken feedback). Otherwise it is just trial and error for you.
5. in the article you linked above there is also some nice info on "ECU-controlled solenoid valves bled air past the throttle plates when the system detected rear-wheel lockup". This sounds very interesting and could help to simulate manageable trail-braking. Are you planning to introduce this as well?
6. The reason realistic wheel slippage is so important - be it under throttle or under braking - is, that it just helps to take certain types of corners much faster. That is why it is being used in racing. It is not because it looks cool to power slide around a corner or to enter a turn sliding in over the rear wheel, it is being done because it just helps to be faster. And that is why you need that in GPB (and MXB) too if your sims want to qualify as being true sims.
Regards, Stout
Quote from: doubledragoncc on September 16, 2016, 08:59:01 AM
Great skin Yan
Dont forget we can NOT see it in online racing unless you post a download link for us!!!
DD
Quote from: LOOPATELI on September 16, 2016, 08:08:32 AMI copied to the style of Marquez and Vinales.
yeso really nice skin! The details on the boots are so cool