180/360 degrees spin – is something unpleasant and annoying, but unfortunately it is natural (as I understand, we are talking about spins on steep descent in corners, otherwise it is something new and probably a bug). I have explored these spins in detail and conclude that they are induced by magic helper forces that maintain proper bike lean. In real life these spins are simple skids that leads to immediate fall, but arcade mode prevent falls by supporting bike with magic forces. On flat surface, when weight distributed uniformly among wheels it leads to drifting, but on steep terrain in corners 180/360 spin happens. If true balancing approach will succeed the problem will be solved on its own (no magic forces – no magic spins), otherwise I will think how to get rid of them in arcade mode. For now I can recommend to lean back and down to pass such corners safely. Good luck!
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Yesterday I have tested both gp and mx. Really cool games with nice simulation level. But they do not use true balancing system. In fact arcade mode of the MTB Game use the same balancing strategy as mx. The lean is controlled by some external "magic" helper forces and handlebar angle is adjusted to the proper bike lean. It works good, but the difference with true balancing strategy is evident especially at low speeds, deep tilts, light weights and high gravity center. I strongly hope that it is possible to combine true balancing strategy and good playability without any external 'magic' forces. At least I want to try to do so. If I fail to do so, I will evolve the strategy used in arcade mode of the game and mx/gp simulators.
About cameras: in fact I always use chest or helmet camera to play (in all simulators, not only my), so I have no experience with external cameras. It means that feedback from someone who prefer 3rd person view cameras and have experience with them is very important. MTB Game has two 3rd person view cameras: one follows the rider rotation and pitch and one does not. Could you describe in detail how exactly 3rd person view camera should behave to be convenient for you (follow or not: yaw, tilt and pitch, follow hard or smooth, how hard the distance to the bike should be kept, how stable should be camera relative to the bike fluctuations and so on...)? Thank you in advance!
Hi, thanks for your interest, Chris! The
bike is not a car, it is not statically stable and can’t be
controlled straightforward. If the left/right turn control will be
connected directly with the front wheel it will be impossible to ride
even 10 meters (video about mountain bike balancing system revels
this aspect). So some sophisticated methods are needed to connect
players desires with real actions that required to implement a turn.
The balancing system in the demo version is just a beginning of the
long journey to the perfect control.
Unfortunately, inidiegogo campaign was not visible and failed. It means that this project will remain my spare time project and nothing more. Wile I have interest and free time I will continue developing and especially improving control, but it will take a lot of time to reach the final.
P.S. the control in the arcade mode is quite simple, but it does not correspond real bike control.
Hello, thank you for testing. As mentioned in description MTB School with nine lessons - is all that demo version presents. So Missions and Free Play will be actual only if full version will be released. Are there any problems to run lessons in MTB School?