Alright, given that we are only a week away from the 2016 season, but several months from the 2016 MotoGP game, I will upload a little something later today
Now, this is not 100% a physics update per se (though it includes adjustments), it is however intended to reflect what we've learned in pre-season so far and will also featured track specific adjusted A.I. behavior to keep you challenged. Yes, nothing is final or official, but we know the universal ECU has already done and will continue do its job of leveling the playing field. Ducati will be strong, Suzuki is right up there, Honda is struggling though they will no doubt make a leap forward. Team ratings have been adjusted accordingly. This first update will focus on Qatar ONLY. As mentioned, I will release an update for almost each track to make the AI work as best as possible. Yes, that means repacking the DATA.MIX for almost every track, but it is the only way to somewhat accurately reflect track specific behavior. Next up, as players we always still look for a challenge, and while the times in Losail have slowed down (1:54.8 for Lorenzo) slowing them down like that in this mod would drop the challenge factor. I also have them closer together in terms of time gaps, also for the sake of challenge. I usually clock in around 1:54.5 to 1:54.8, so I can't have Lorenzo do low 1:55's in QP.
see here...Q 1
Q2
You will get several other minor tweaks in this mod such as updated profile pics for all MotoGP riders, some Moto2 riders and some Moto3 riders. Furthermore, I have adjusted some of the team names such as PlatinumBay RealEstate and Peugeot Motorcycles and got rid of some riders who will no longer participate in 2016 for Moto2 and Moto3 though not all.
Lastly, I'd like to bring up arguably the most important aspect of this mod. The physics behavior of the "User Bikes" themselves. We truly wanted to implement so many of your suggestions, but life got in the way, I was out of town for 2 months and will leave again in early April. While we developed further versions, we never got around to truly finishing them. We have a version where the seamless gear shift is modeled quite accurately, but it isn't final.
Anyways, I wanted to illustrate how it is 100% possible to "master" this mod, avoid issues with shifting, etc. Below is the first video, which shows 2 laps with a heavily tweaked QP setup (you NEED to work on your setups more than ever) and I really did not push like crazy at all. I usually clock in around 1:54.5 to 1:54.8 and here in the video you will see low 1:55's, so I am taking it easy.
We have also gotten tons of positive feedback, further underlining how realistic the bikes behave and the way it looks in replay. In real life, DO NOT FORGET, the bikes will now be harder to ride due to the ECU and tyre adjustments. Engine braking and traction control have nowhere near been mastered with this new software and it shows.
Now take a moment and look at the realistic bike behavior in the video - if you have struggled with this mod - it is your lack if skill
Watch in HD!!