Real Challenge Physics MOD

RIDE 2 Real Challenge Physics MOD ULTIMATE 2.1

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girlracerTracey said:
Probably a silly question Dyego but will this take smaller increments of adjustment? So a value of say 1.05 rather than say 1.1? I'm just thinking aloud really.. Or would a 1.05 simply register as a 1.0?"
Yes. In this variable, 0.05 means a lot! It's like some configs in the AI behaviors, 0.05 means 0.2 seg +/-, what is a lot if you think about race pace...

girlracerTracey said:
On motogp13 to race competitively in our leagues at appropriate moments such as downhill braking you would have to pull back on the left thumbstick (to shift rider weight towards the rear of the bike) to compensate for the tendency of the rear to lift..particularly heading hard and fast into downhill hairpins etc. Theoretically I guess that will help with this physics version on RIDE 2 also?
It will help. 1.1 by what I've tested makes that happen mainly in downhills... need to be intentional in plan terrains!

girlracerTracey said:
My concern with this is that on previous physics versions I had a lovely effect going with the rear end going sideways slightly on the brakes ("backing it in") that helped me a little to scrub off speed and momentum on corner entry..now it is all about the front and I am not getting that same "feel" with crossing it up slightly on the brakes and downshifts.. That's my slight concern with this.
Well, this specifically must be intentional now... You even can get that behavior downshifting quickly (but in real world your engine would not survive to see the finish line), but it's easier if you use the rear brake.

I don't feel the old behavior was right... the rear tyre don't slips so easilly by using just the front brake.

There is a rear slip when you are hitting the apex at high lean angles, but now it's too critical, when ou hit it (for superbikes like Aprillia CIV it's 58 to 59 degrees, 60 you're out) you have almost 1seg to do something to avoid fall, that is bothering me now... I want to be at least 59~60 degrees but with time to you try to recover yourself...

girlracerTracey said:
My biggest gripe with RIDE 2 and motogp17 is the distinct lack of a functional and convincing tyre grip/tyre wear algorithm. I loved this in gp500 by Melbourne House and I still do when I play it..

Is there anything at all we can do to fix this in RIDE 2 and motogp17?
About the tyres, if you go to DATA\PHYSICS\TYRES\DATA you'll see their physics variables for tyres... unfortunately I can't change their algorithm, because it's inside the source code... what I can do is just tweak their standard variables values.

But when you see their variables names for the bikes, you can guess what they control. In tyres is just a mess... Please have a look there and tell me what can we do, if you understand those names...
 
Thanks for the feedback & info. Dyego. That's interesting to know.

I will have a look at the files and see if I can make some adjustments of my own to test. Also I will have a look at those tyre files... We need the source code. The Holy Grail really for going any significantly further or deeper with this I think.

I have promised to strip down and repair a friend's PS4 Scuf controller tonight and this may take a few nights to repair. So I will have a look at the RIDE 2 files most probably later in the week.

Thanks for your kindness and expertise as always.

Best, "Midge"
 
[QUOTE = "Dyego JhOu, post: 2689641, membro: 222685"] Ho packet con l'ultima versione aggiornata ...

Prova a decomprimere i dati originali.mix con Mixfile_ReMixer da LeMic, quindi copia e incolla i file all'interno di RCPM_MODFILES nella cartella DATA creata dopo aver decompresso il file, quindi reimballarlo (fomat "SBK-X / V8" e selezionare "comprimi file"). [/CITAZIONE]
grazie mille ora funziona
 

It's good Dyego. It's making much more sense to me now.

This changes the whole riding (racing) experience. Dial yourself in properly to this and you will start smiling after about 5 laps of testing the "limit(s)" on those brakes. Feeling other interesting difference now also..now that I am not as preoccupied with corner entry. The bike feels and acts subtly differently..as does the AI.

Nice to be a guinea pig.. oink! oink! or should that be chirp! chirp!?
 
Good to read that! I'll start to import those things to MotoGP17 now! ;)

I think I reached a pretty good version of physics here... There is 2 things I wanted to do, but is impossible in the actual version of this game:

1. Bike lean up when using the brakes. With more force, more the bike goes up;
2. What you @Midge said: a better tyre behavior algorithm;

Cheers! :)
 
Good to read that! I'll start to import those things to MotoGP17 now! ;)

I think I reached a pretty good version of physics here... There is 2 things I wanted to do, but is impossible in the actual version of this game:

1. Bike lean up when using the brakes. With more force, more the bike goes up;
2. What you @Midge said: a better tyre behavior algorithm;

Cheers! :)
Man i can't believe this!! I did a 1.57.911 on Nurburgring GP with the Aprilia RSV4 APRC ABS 2014 and it was the best lap i've done on this damn track, i opened abs to record and show you, i pushed record and it DID NOT record aaaaaaaaaaaaaaahhhh. Im so pissed. But with your mod, this is it my friend, you've hit perfection, do not do anything else with the physics, that's what it's all about. The bike feels there, it's the limit of the game, we can't go higher than this. And also don't forget that this is an arcade game, and we have to keep it at that level. If i want to sweat my booty off i'll go play mx simulator, gp bikes or something like that. if i want a chill ride, with a bit of challenge, i'll stick to these kinda games. You did it man, you are on top of your game.
 
Just to show the effects of the physics revisions. Not trying to set lap-times.

A single quick "run".


It's cool as drunken eskimo on a birthday streak.. Good stuff!

Definitive RIDE 2 "Sim" Physics? For me yes. Until it is possible to break into the source code..

Well done Dyego!

Cool bananas..

"Midge"

p.s. if you do adjust the degree of front end "stand-up" on the brakes please do not overdo it.. A properly set-up race bike can be trail braked carefully all the way to the apex..in the hands of a talented "front end" racer..as opposed to a "rear ender" - Nial Mckenzie vs Kenny Roberts Snr spring to mind as the two type of contrasting riding styles I am thinking of.. Particularly so with modern tyres..
 
p.s. if you do adjust the degree of front end "stand-up" on the brakes please do not overdo it.. A properly set-up race bike can be trail braked carefully all the way to the apex..in the hands of a talented "front end" racer..as opposed to a "rear ender" - Nial Mckenzie vs Kenny Roberts Snr spring to mind as the two type of contrasting riding styles I am thinking of.. Particularly so with modern tyres..
Many thanks!

I've quoted that part because I didn't understand. The last update was that, I'll change that only to MotoGP, because there you can reach 61~62... Here i think it's finish... for now.:sneaky:
 
Calm down guys! :D

I'll not mess anything else... just want to make the tyres to be something like: slippy in the start, more grippy when warm and maintaining if if you maintain the temperature and more slippy at the ende if you destroy the tyre...

But if I find something, will be in the MGP17, we don't have any graphs in the telemetry of this game about the tyres...

I don't even tested this actual version in wet conditions... :cautious:
 
Hi Gentlemen,

I think there another key point which can affect the way we feel braking and accelerating (not only with this fantactic mod) : Trigger range for those who are using an xbox One controller. I explain myself :
If you look at the telemetry display, you will notice that breaking and accelerating are full max at 80% of the trigger range, which make "dosage" too sensible. And, bu the way, it's the same for every racing game with X1 controller.
I've tried to plug an xbox 360 controller and it improves A LOT the sensibility, brakes and gaz are so more easier to control (full range is use for the trigger).
I'm disgusted to have a xOne Elite controller and not use it anymore for riding because of that.
If someone would have a tip to configure/ crack / reset xOne controller, whatever, I would be interested !
 
Hi Gentlemen,

I think there another key point which can affect the way we feel braking and accelerating (not only with this fantactic mod) : Trigger range for those who are using an xbox One controller. I explain myself :
If you look at the telemetry display, you will notice that breaking and accelerating are full max at 80% of the trigger range, which make "dosage" too sensible. And, bu the way, it's the same for every racing game with X1 controller.
I've tried to plug an xbox 360 controller and it improves A LOT the sensibility, brakes and gaz are so more easier to control (full range is use for the trigger).
I'm disgusted to have a xOne Elite controller and not use it anymore for riding because of that.
If someone would have a tip to configure/ crack / reset xOne controller, whatever, I would be interested !

I have more controllers at my disposal than I can sensibly list as in the past I have been helped out by SharQ and also one other smaller specialist small scale controller "mod" company. I also do a bit of testing for Brook LLC in Taiwan.

I have a Microsoft xbox Elite controller, as well as modified xbox one controllers, a Razer "Wildcat" xbox one controller, a modified Thrustmaster GPX "Lightback" racing controller and various SharQ and official Scuf xbox 360 controllers and a SharQ DS4.

So I have tested and played with pretty much all aspects of all of these controllers.

What you are saying about the xbox one Elite controller is correct. It has a dead-spot from about 3/4ths trigger movement until its mechanical stop. With the Microsoft controller software you can slide and adjust a deadspot setting if you wish from the beginning of each trigger's movement and separately you can increase the "deadspot" at the other end of the trigger's movement. But as regards the deadspot at 3/4 qtrs opening you can only make this larger and not reduce it. So in other words, yes, the trigger inputs on the xbox one controller, Elite included, are not linear and progressive from mechanical "stop" to mechanical "stop". You are stuck with the minimum "deadspot" setting of about 25% at the end of the trigger's range of movement. To my knowledge there is no way round this even if you employ the use, as I have, of a Cronus Max device to try to change the trigger input signal(s). Same on pc. Same on xbox one. Same on PS4 through a controller adapter. xbox one controllers are just made that way..

This was a source of much consternation and discussion over on the gpbikes forum when people upgraded from their xbox 360 controllers to the then new xbox one controller. Same consternation was voiced by those who purchased an Elite thinking it would solve the problem.. In fact one of the fastest guys on gpbikes who purchased an xbox one controller found he was crashing a lot more on the brakes and throttle because of this anomaly with the trigger inputs..

I can race competitively tbh using an xbox one or xbox one Elite controller on Milestone's racing games (RIDE 2 and motogp) because the games are not as "delicate" in terms of trigger inputs as say gpbikes..

My advice, if this bothers you, which I think understandably it does, is maybe to switch back to an xbox 360 controller to race on or perhaps switch to a GPX? If you go for the standard black GPX controller (not a "lightback" but otherwise identical) you used to be able to get these off Amazon for about £23. I'm not sure now..but if you can find one they should be quite cheap to buy as they are generally redundant now for console use.. Nice controller from my experience.

But no. You are not wrong in what you are saying at all. You are spot on.

"Midge"

gpx lightback mk1 by Tracey Roberts, on Flickr
 
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p.s. I just tried the latest physics version using my thrustmaster gpx gamepad (modified with rear paddles for manual "tuck") and it really transformed the experience. Best triggers in the business for a racing game bar none.. Fully progressive, linear, longer travel and with stronger springs. Now the front brake "feels" more like it should feel..

This is an epic physics update for me. Really enjoying it with the GPX pad.
(I had to give up using my gpx pad for league racing as the trigger really hurt my right hand after I had a real life accident that has given me nerve damage and weakness in my right hand. I forgot just how good the thrustmaster pad is.. I can still use it but only for 5 lap blasts before it hurts my hand.)
 

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