Here's how I got the track so tight (maybe that is what is messing up the editor).the scale is set to 1.0 (still at a 9 and using a 1025) but at that setting the track was still WAY too big. I tried using this to put the gate on my track and the start in the game was on top of a jump peak a whole lane off (from a top-down view) to the east (right) of the funnel start. The first problem that comes to mind is that there is nothing to help figure the height of the gate.I tried inputting that too and it doesn't spit out anything at all. When I use the link you posted (JLV) I get a LOT closer to where I want to be.but it's still off by quite a bit. Ok something is off in the coordinates within the editor. Having worked in the games industry my criticism is generally straight to the point and raw. I'm not trying to bash your brain-child here.I'm trying to help it. The dilema here is that you need the bike to turn tightly to ride a tight track.but then you go slow enough that the bike either falls over or whips around and heads back the way you came! lolĪnyway.I hope that you receive this well. I must say that I like the stability set fairly low for the aspect of the bike being able to turn.but then of course the bike just falls over all the time.
#SX2019R13HOUSTON MX SIMULATOR TRACKS HOW TO#
I spent quite a bit of time with the game today and really tryed to focus on figuring out how to control the bike. I think the turning issue is a bit dodgy now for a couple of reasons.when you just let go of the turning button (or toggle) the wheel stops turning but the bike stays leaned. There needs to be forward and backward (lean) control over the bike as when riding in real life through the whoops you want your weight back as far as possible, or when in the air.you want to line the bike up with the landing grade.which is a crucial element to any realistic simulation of the sport. The point is.that if you want to call this a SIM.then it needs to be able to do whatever you can do in real life. Think about it.on Supercross tracks and most motocross tracks when the riders are riding the tracks for the first time they always roll everything.sometimes even stopping to look back at a particular section to scope out the lines, check the dirt consistancy and see how the lines might form over time.
![sx2019r13houston mx simulator tracks sx2019r13houston mx simulator tracks](https://i.ytimg.com/vi/wI1eLGkcs34/maxresdefault.jpg)
It shouldn't fall over because your going too slow because that doesn't happen in real life (unless you are a spode and magically forget how to put your feet down). The bike needs to back up faster and it just falls over way too easily. Technical tracks need to be technical for the timing and line choice aspects.not so much for the navigation bike physics aspects although those certainly play a part.they shouldn't be foremost of the users mind. If you are looking to provide a realistic experience then the physics of the bike need to be scaled to the SIZE of the bike.I don't believe that's what we've got currently. The current handling/physics makes it technical just to ride a wide open national (motocross) track.making tight technical supercross tracks almost impossible to replicate faithfully in the game.
![sx2019r13houston mx simulator tracks sx2019r13houston mx simulator tracks](https://i.gyazo.com/a9486f6f7d85ea58a6d7b035fa8fcaac.jpg)
![sx2019r13houston mx simulator tracks sx2019r13houston mx simulator tracks](https://i.gyazo.com/7d5336e511d78a3a17fddf96a04da717.jpg)
Otherwise you just can't run anything like a predicatble line on any tight tracks at all. When the user releases the turn button (or lets go of the toggle on a gamepad.) the bike needs to right itself and straighten itself out. For instance.when turning.you have to hold the turn long enough to get around the corner.but then you have to countersteer to get out of the turn or your bike stays leaned over and you just keep turning. The problem is that it's so involved right now that I think you're going to have problems with anybody who makes quality tracks wanting to spend the to to go through the trouble to make, test and complete a track to release status.Īlso.the bike handling is just (in my opinion) way to unpredictable realistic on the whole. It's way too difficult to figure out placement and rotation for stuff like the start gate.didn't see a finish gate.but stuff like that, object and tree placement, height/scale settings.whatever ALL needs to be able to be done in the track editor and without editing text files in my opinion. The text file editing has got to go brother. Anyway.I've got some suggestions that I'm sure won't make the top of your schedule for improvements.but I think would make track-creation a LOT easier. JLV.after finally getting the track editor going I've had some time to mess around with it and I've put an already completed (but never released) track of mine into the game and rode around on it a bit.