World Racing Series beta14 available!
Started by doohan, November 21, 2019, 09:53:09 PM
Quote from: Myst1cPrun3 on November 24, 2019, 12:40:31 PMYou don't need to do anything.A gamepad works fine, and with VR it's a very good experience. That being said a handlebar system would be ideal, and dds systems are the closest we get currently to a commercial handlebar controller.People have made their own, however these tend to go on existing ffb wheels, in place of a rim on a quick release. But there (aside from dds) is no commercial purchase option, if that's what you meant. There is a very limited market for it, as its only gp bikes really, as the milestone games are not really setup for anything other than a gamepad. That being said, there are some 'homemade' options,Try these links for ideas if you'd like. https://forum.piboso.com/index.php?topic=6684.0This is a mod to the universal hub that is attached to the fanatec gear.
Quote from: matty0l215 on November 24, 2019, 05:27:11 PMIA Systems Has the HS3. It isn't force feedback but it is probably the closest to market controller for GP BikesThe market (Motorcycle Sim racing) is just not big enough for a full scale company like Logitech or Fantec to make one
Quote from: matty0l215 on November 24, 2019, 06:45:12 PMIt is very difficult to simulate the riding of a bike with a controller. You hardly move the handle bars when riding. Inputs are small to get large movements out of the bike (countersteering). This can be simulated with a force feedback wheel but it isn't realistic as the momentum of a motorcycle completely alters how this would feel Vs a real motorcycle.It's not like with a car racing rig, it is just to difficult to fully simulate for an affordable price so it is unlikely for one to appear
Quote from: doohan on November 24, 2019, 07:40:31 PMIt is really very difficult, but don't worry about that, because this is exactly my expertise area. If I had a basic support from GP bikes developers I can create bespoke products.
Quote from: matty0l215 on November 24, 2019, 08:50:01 PMThe only person who knows about that is Piboso (or maybe Snappe)None of the Moderators know about the workings of GPB. We just look after the Forum https://www.gp-bikes.com/downloads/gpb_example.cThese are the Output Plugins so hopefully, this is of some use to you
Quote from: Myst1cPrun3 on November 24, 2019, 10:43:47 PMTo be honest, the way motorcycle games have been developed is around game-pad usage, and optimisations, and therefore, plugging in another Controller is not ideal for 99% of motorcycle games, (GP Bikes is the 'possible' exception) and as a result, it is really Ideal for most people, not just me. Not to mention space.. Which most people don't have for a dedicated Rig. I don't quite know where you're reading in the thread, but Chris's last post on the topic was 19 Nov 2019, so no he's still going at it. I should expect the slow progress,m is because its perhaps just not a priority in his life. (EDIT) Speak of the devil, replied at same time as me lol)As well as this, creating a full controller is much more difficult for a motorcycle game, as the user has to be more involved, its not just turning a wheel, the body plays a huge role in actually controlling the machine.I believe that it is physically Impossible to make a 100% accurate motorcycle simulation, even more so without literally thousands and thousands to spend after which you'll need a full machine to sit on and ride as well as accurate hydraulic motors and actuators to simulate the minute feelings and idiocies of a motorcycle.The other main issue is that without some serious file editing, and utilising other steering modes. In GP Bikes, it seems to me that we as users don't actually control the handlebars to move the bike. We control the rider, or when running manual rider movement, control the legs pushing on the pegs, hence perhaps using handlebars will always seem a bit off in GP Bikes, until we can have separate axis for the handlebars and pegs. (Handlebar control rotating separately to foot-peg control inputs.)The Bars on the fanatev video above will give a different, potentially 'more real' effect due to their angles and positioning on the universal hub.As for the 'negative effects on the motorcycle game market', I think that the fact there quite simply are 3 motorcycle games to choose from to the mass public is a bigger issue. The Ride and MotoGP series, and more Recently the TT series, are the most accessible games, being out on most platforms, and have decent advertising campaigns, yet they leave a lot to be desired in all areas, such as handling, content, and sounds etc. The simple reason is that for every 5 motorcycle enthusiast, there are about 20 car enthusiasts, and then when you divide those numbers by the amount of people there who actually play video games.. It goes down to about 1 video gaming motorcycle enthusiast to 10-15 video-gaming car enthusiasts. A dedicated controller wont help people if they don't play the games to begin with. Once a motorcycle sim/game hits the same highs as the car sim world, then I expect we'll see more hardware, but until then, people Like DD, who make the Excellent HS3, and likewise products are really Up against it, and most turn into failed enterprises, despite best efforts.A compounded issue for this is the fact that to recoup the cost of RnD and manufacturing for a niche market, the product prices have to be high, making the entire thing even more expensive, and even less people purchase them.(Thinking back to the thrust-master and Yamaha Controllers, yes those did exist, did you know? If not its because they were complete and total failures due to there being no market, even when Motorcycle gaming and racing was as popular as it ever was - Rossi 2000s Era -)The last thing I would perhaps say is that as most people are comfortable with a game-pad, the people that want a controller like this would do the research and build it themselves.