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June 16, 2019, 03:36:57 am

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1
Off Topic / Re: MotoGP19
Last post by Blackheart - June 15, 2019, 11:22:40 pm
Quote from: KG_03 on June 15, 2019, 10:44:30 pmWhat you guys think about last update? It seems like the physics are a bit easier now. The tyre grip seems to be bigger with less difference in grip between compounds.

Mainly I play in time attack mode for improve quickly my laptimes, so the tires are to 100% and any time with soft compound, in this mode I dont see any phisics difference (excluding the AW change).

For now just a single race (that in the vid above) with the new patch, with Med front and Soft rear, and yep the difference are small, but tires temp and wear are quite different, my rear tire in the final lap was so hot ruining my race pace lol

 I like just the stickers editor in this update :)
2
Off Topic / Re: MotoGP19
Last post by KG_03 - June 15, 2019, 10:44:30 pm
What you guys think about last update? It seems like the physics are a bit easier now. The tyre grip seems to be bigger with less difference in grip between compounds.
3
Off Topic / Re: TT IoM 2: Announced
Last post by KG_03 - June 15, 2019, 10:42:15 pm
I was very surprised about their announcement.

Their disrespectful attitude to the players made me speachless.

I tried to contact BigBen, TT devs and there was no reply at all. I posted on FB question about their plans for TT game if they will update it and again they remain silent.

Their support for games is just terrible.

If the TT game will be just a content update to the previous version with broken physics then it will not be a game worth to buy...

I fear that they will just release the same unfinished game. TT could be epic, it has some great elements. All the problem was a broken handling with rear tyre slideouts.
4
Off Topic / Re: TT IoM 2: Announced
Last post by Myst1cPrun3 - June 15, 2019, 10:41:40 pm
I owned the original on all platforms, and loved it despite its glaring issues, so I'm optimistic for this BTW, and seeing as Milestone did a comparatively good job with MotoGP 19 I'm in a good mood for new releases.

Still skeptical but hopeful
5
Off Topic / Re: MotoGP19
Last post by Myst1cPrun3 - June 15, 2019, 10:40:08 pm
Oh God yea, there are definitely 'corners cut' with the development, and I suspect that the decision to not include riders in the collisions is to aid ride-ability.

Hopefully as the AI learns more and is tweaked for the next couple of patches/games things will improve in that regard. For me it doesn't change the fact its still a huge improvement.

Still massively enjoying the game however.
6
Off Topic / TT IoM 2: Announced
Last post by Myst1cPrun3 - June 15, 2019, 10:36:38 pm
Sooooo. Kylotonn announced a few weeks ago a sequel to the 'controversial' TT Isle of Man 'Ride in the Hedge' (as I call it as that seems to be all I can do), coming next year. (2020)

Thoughts?

My thought is that it could be good, or it could be a rehash of the first game with updated liveries. Based off the first game I honestly don't know what to expect from them.

What I do know is that Kylotonn are dedicated to becoming a big player in the Racing Sim/Game market, and have really been pushing the new WRC games 'simlike' qualities.

I also know that they've been trying to introduce VR to their Racing games, and mixed with the TT game, which had a VERY high quality representation of the TT course, could be amazing.

TBH, the main feature would be the handling. It needs to be improved, which again they've been focusing on massively in the WRC games, (Even getting pro rally drivers to develop most of the handling, not just provide feedback on a few areas) so I can't see any reason as to why they couldn't do this with the TT game.
Whether they will or not, well, that's a different kettle of fish but still.

Curious to see how this is going to be received, launching a new full price TT game, especially considering the lack of updates and developer feedback to the original.

As you can see from their posts about their new games, 'authenticity' seems to be a big push. Whether that's realism or not IDK, I hope it is but still its all in the open as of yet.

7
Off Topic / Re: MotoGP19
Last post by Blackheart - June 15, 2019, 10:28:44 pm
Quote from: Myst1cPrun3 on June 15, 2019, 10:03:14 pm
Quote from: Blackheart on June 15, 2019, 09:19:33 pm@Myst1cPrun3

Tried right now the new AI 120% in a 3 laps race, seems fast, but imo too aggressive sometimes, for example; Crutchlow at 0:44!  ;D



The AI in the MotoGP class, (and MotoE) are very odd in terms of some behaviour patterns, and do pull some aggressive moves. In the lower classes, (Moto3 + Moto2) they are quite good and certainly believable in most aspects.

Although one thing I would like to see added would be a few more sliders giving the user more control over that behaviour, such as an 'Aggression' Slider, which quite a few car sims have, and it basically controls how Aggressive the AI are when looking at battling. (Overtakes/Blocks etc)

One thing I would like to see as well would be a 'variation' slider for the AI, which would basically reduce/increase the lap time difference from the fastest AI making potentially closer Moto3 style racing, or more spaced out F1 style racing. It would be a huge improvement for me, as it would close up the field where its supposed to be, as in my Moto3 career mode there was several 1+2 bike breakaways, and that's just not a thing.

What I will say is that while A.N.N.A is a HUGE improvement over the previous AI, there are still some rough edges, and areas to improve, such as overtaking, which when on the player always seems to be a lunge from about 50 years back...

A other problem are the collisions, the rider in this game can't collide with AI models, so if u stop my vid at 1:11 the Crutchlow bike is entirely into my rider model. So A.N.N.A has "more space" for these odd moves.
8
Off Topic / Re: Soften CLUTCH
Last post by Myst1cPrun3 - June 15, 2019, 10:23:52 pm
In terms of actually softening it, I'm not a motorbike mechanic so I cant actually say what would work for your bike etc, but the methods I thought of, and would hopefully work, would be to:

1.
Reduce the spring tension, (If its a cable clutch it must have a spring to return the cable back, similar to a bicycle wheel brake), and reducing that spring would make the clutch softer hopefully. Either backing the spring tension off a little, or getting a different one.
Downside to this is the bite point on the lever would change I'd imagine, spring may lose shape easier if its changed, meaning the clutch may not disengage/engage properly.

2.
Change master/slave cylinder sizes or ratios. This would only work if its hydraulic, and could be quite costly I'd imagine, not to mention quite a bit of work.

3.
Possibly the easiest depending on your bikes setup, but move the clutch pivot point further away from the hand. The force required to move an object is directly proportional to the perpendicular distance as to which the force is applied from the pivot point, so in theory, moving where you grip the lever away from the lever pivot point would make it softer, but may increase the lever travel slightly, depending on how far you go.

https://isaacphysics.org/concepts/cp_moments





I'm not sure which would be easier/possible for your setup if they're possible at all, as I have next to no experience working on motorbikes, all cars I'm afraid. Its just a combination of things that could work from physics lessons and my car mechanic apprenticeship. Maybe someone could verify/refute some things for me, always want to learn :)

9
Off Topic / Re: Soften CLUTCH
Last post by Myst1cPrun3 - June 15, 2019, 10:07:49 pm
Quote from: Hawk on June 15, 2019, 09:11:51 pmF*ck me! Listen to you lot. Lol! ;D  ;D

I don't think any of you young-un's would know how to ride a real seat of your pants bike without using modern electronics aids! Where's the pride and raw skills gone in riders these days. LOL! :P ;D  ;D  ;D

Just pulling your chains guys.... Keep your hair on! Hehe!  :P  ;D  ;D 

HEYYYYY I know how to clutch-less shift, and would hopefully be classed as a 'young-un'. I just can't do it. There's a difference ;)

Although being of an age to be described as a 'Man-Child' I do like the noise some of the quick-shifters make. Never tried one so I can't say if its any use, but still.
Not entirely sure how relevant any of what I said was to the thread so I apologise in that regard

10
Off Topic / Re: MotoGP19
Last post by Myst1cPrun3 - June 15, 2019, 10:03:14 pm
Quote from: Blackheart on June 15, 2019, 09:19:33 pm@Myst1cPrun3

Tried right now the new AI 120% in a 3 laps race, seems fast, but imo too aggressive sometimes, for example; Crutchlow at 0:44!  ;D



The AI in the MotoGP class, (and MotoE) are very odd in terms of some behaviour patterns, and do pull some aggressive moves. In the lower classes, (Moto3 + Moto2) they are quite good and certainly believable in most aspects.

Although one thing I would like to see added would be a few more sliders giving the user more control over that behaviour, such as an 'Aggression' Slider, which quite a few car sims have, and it basically controls how Aggressive the AI are when looking at battling. (Overtakes/Blocks etc)

One thing I would like to see as well would be a 'variation' slider for the AI, which would basically reduce/increase the lap time difference from the fastest AI making potentially closer Moto3 style racing, or more spaced out F1 style racing. It would be a huge improvement for me, as it would close up the field where its supposed to be, as in my Moto3 career mode there was several 1+2 bike breakaways, and that's just not a thing.

What I will say is that while A.N.N.A is a HUGE improvement over the previous AI, there are still some rough edges, and areas to improve, such as overtaking, which when on the player always seems to be a lunge from about 50 years back...
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