Hello i will try to explain my method of importing tracks from other milestone games here.
So far i managed to put tracks from VR46, MXGP2 and SLRE into Ride2 and now i wanna try to guide you through this process a good as possible.

First you need the tools :
http://www.racedepartment.com/downloads/mixfile-remixer.11107/
this is to unpack and repack the *.mix files we need access to.

http://www.racedepartment.com/downloads/mgp-bml-file-editor.10939/
this is to edit the *.bml files which are milestones format of *.xml in the gamedatabase.

What you need do you need to edit and what files do you need from the other game:
data.mix
gfxgem.mix
mixfiles.lst (not needed from other game, but you'll need to edit this file in Ride2)
and of course the *.mix file with the track itself :)

Set up your work space :
Create folders where you wanna unpack all the files from both games seperate.
I just named them "RIDE2" and "VR46" on a empty HDD.
You'll have to write a lot of files while unpacking so better not take a SSD^^

Now lets get to work :
Start ReMixer1 use the "Extract Files" tab and unpack data.mix and gfxgem.mix from both games to the folders you created for them.
Make sure have "Extract all files in mixfile" and "Uncompress packed files" ticked.

After you're done ... it should look like here



Please only extract one track, or you will have problems with repacking later.

We will take Assen2002 as example for this time. This is single layout track, with 4 weather conditions.... multi layout tracks work a bit different.

Now we will borrow something from the other games database:
For our example open the DATA\TRACKS\ folder from both games you extracted the files from. In our case here , we take the folder ASSEN2002 from VR46 and copy it to the other one.
You can take all the folders for every track you're planning to import here... no problem.



So lets get into the bml files:
the first one I always edit is found in >yourmodfolder<\RIDE2\GFXGEM\TRACKS\gfxgem_tracks.bml

you also wanna open the folder we took from VR46 Data section earlier (>yourmodfolder<\RIDE2\DATA\TRACKS\ASSEN2002) and the folder containing your extracted track from VR46 (>yourmodfolder<\VR46\TRACKS\ASSEN2002).

should look a little bit like this ....


as you may notice i already made a copy/paste of Magny_cours_A ...this will be our template to edit.

Now we need to change all the Magny_cours_A and Magny_cours entries ... into Assen2002.
Always double check paths and filenames.
in our example here the Parameter (PhysicsLayer) points to the wrong directory.
the filepath (./) always points to the trackfile-path - while DATA\TRACKS\ always points to the trackfolder inside the database.



This should be your result now - notice how i added 2 more "SceneFile"-entries ?
That will control the weather conditions availible.
In the gfxgem_tracks.bml from VR46, you can learn how to make each weather setting.
Later i am going to explain the different files inside the track and database folder.
But to make it short , what we did here is telling where to find the scenes, AI-line, camera-files, and physical layer you actually drive on.

We also created the so called "GfxGem_TrackEntity_Key" found on top as "key", which will be important for the next file we edit :)

But for now, we're done here and can close the folders ... but keep the gfxgem_tracks.bml open, you'll need the weather-condition/scenefile-combo later.

Next ...
we will edit the following files with bml-editor
DB_GAMEENTITYTRACKS
DB_TRACKBINDINGS
DB_TRACKGROUPS
DB_TRACKS

lets start with DB_GAMEENTITYTRACK.BML ... you will find this in you extracted DATA folder -> subfolder DB\GAMEENTITIES



just grab any entry you like ... no matter which on, this will be our template...since we have 4 weather setting - you need to make 4 new entries...so hit that copy/pasta :)
GfxGem_TrackEntity_Key -> leads to your entry in GFXGEM_TRACKS.BML
Track_Key -> enter whatever you like there but keep a system.
This names will have to match the next files we take care of ;)

The next file edit will be DB_TRACKBINDINGS.BML . You will find it in DATA\DB\ from your extracted RIDE2 files.



Not much to say ... again copy/paste to have a template and make sure "Equivalent Track" to match with the "TrackKey" from the file we edited before.

So the biggest steps are done now :) ... now we need to make the UI recognise, there is a new Track/Location. Open DB_TRACKS.BML from your extracted files found in DATA\DB\



Copy / Paste a track to have a template and give each weather setting a entry here.
I marked to crucial parts.
"Weathercondition_key" only controls the icon that will be shown in track selection
"IdealSettings" might be interesting - this controls what predefined bike setup from the game will bei loaded for the track.

So last BML file we need to edit is DB_TRACKGROUPS -> found in DATA\DB again



not much to do here ... just match the TrackGroup_key with the DB_TRACKS.BML we edited before.

So much for BML / MIXFILE editing ... time to repack our files now :)
Make sure nothing else than "Compress files is ticked" and Mixfile format should be SBK-X/V8.

You now should have a modified "data.mix" and "gfxgem.mix" to put into your Ride2 game folder. Don't forget to copy your track to Ride2 :D

Last step before we get to fine tuning ... find Mixfiles.lst in your Ride2 folder an open it with any texteditor/notepad whatever.
This file controls which mixfiles exist for the game.
So in our case here, we must add "\Tracks\Assen2002.mix" to this list and save.

You are done now... start your game :)

That's it so far .... some tracks like Assen2002 also need some finetuning on the track afterwards to make Particleeffects work (spray in the rain/wet), other tracks like Jerez will have a Ghost-Safety-Car on the track - only workaround i found so far would bei editing the textures
 
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Woow!!!!!!! I saw that in the chassis files in Ride 2 the DLC bikes are present from the first installation of the game...for example chassis 224 is a Honda NR750)...Seems that DLC bikes are yet installed on our directories and Milestone sells as DLC a simple unlock code for something created with the game at its first release...This is a real **** and I don't think it's piracy unlock these content...please send the links to unlock all DLC!
Maybe not piracy, but it might be regarded as theft if you haven't paid for it.:rolleyes:
Many games already have the content on your hard drive but you still have to purchase them to use them yourself. Raceroom is a prime example of that. You guys will buy DLC hence why all the devs/publishers are doing it now. It's our fault for buying the DLC. But that's the way it is. And sometimes it's the only way a dev is going to make enough money to actually produce something. But some greedy devs do take advantage of the situation.;):thumbsup:
 
It is. It's very arcade and extremely un-realistic in the physics department.:thumbsdown:
GP bikes is a more mature and realistic bike sim. Ride 1 and 2 are a major disappointment to me and I am a biker, both on road and track for 30 odd years. Even TT Superbikes on my PS3 is far better than any of the ride rubbish in my opinion.

Hang on in the thread about AC you said why come onto threads and moan about a game you don't like? So why have you?
 
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Thought I would post an update on my Ride 2 experience.

The problem with motorbike games versus car games is the lack of a suitable peripheral. Car games have a very sophisticated range of wheels and pedals to choose from and this greatly adds to the immersion factor for the gamer. So for us bike fans we cannot even get close to the quality of simulation that car fans can.

Any PC gamer that has tried a bike game over the years will have experienced the frustration of keyboard or joystick "riding". No matter the potential of the game, it was always limited by the player input device. The general advice surrounding Ride 2 is get an XBox Controller for Windows. I finally relented and purchased one of these contraptions. For a PC only player like myself this is another learning curve and does take some time to get used to.

The graphics on Ride 2 are at standard for a contemporary game. Plenty of options to find your playing level to keep frustration levels at bay early in your playing experience. Even if you are an ace with a car sim take the time to add in the assists to learn how to operate the bike. The fun factor is the big compensator for any other deficiencies you may perceive in the game. Early in your Ride 2 game time it may seem a bit too arcadey but as you get more competent with the controls the game delivers a more satisfying "riding" experience. And as you progress through the physics options the bike does exhibit more bike like behaviour - front end loss, high side, etc.

It is doubtful that there will ever by a bike sim to rival car sims for fidelity. The amount of inputs for bikes far exceeds those for cars and without any peripherals tailored for the bike experience it is always going to be problematic. For all of that, Ride 2 still delivers a fun bike game. We should not be too critical of Milestone when it comes to "it is not a sim". Well funded research has been invested trying to build a bike sim for professional and civilian training but is yet to produce a rig that delivers the goods.

At some stage would love to see a peripheral that mimics a bike's controls - to some degree. Maybe one that attaches to a steering wheel and has a twist throttle and levers - existing pedals could substitute for gear and rear brake. But in the meantime it looks like the XBox Controller is the standard.

Overall, Ride 2 is worth a punt if you are into bikes, but get an XBox controller if you do not have one.
 
I wish there was some kind of FFB motorcycle peripheral out there and that the game supported it. I have always loved motorcycle racing, but I have not been able to master the Xbox controller with the current generation of moto racers. So I gave up after trying motogp15.

After doing some searching for a motorcycle controller recently, I found this... http://www.isrtv.com/forums/topic/2...ottle-motorcycle-controller-by-iasystems-wip/

Looks awesome, and this guy actually sells them, but I bet it's not cheap. I was actually thinking about making my own. But after watching this guy's video about getting his unrecognized controller to work ingame, I thought I would try my steering wheel before I invest in a lot of time and money. We'll, holy crap! It works very well, and I'm having a lot of fun. I would still prefer proper handlebars with twist throttle and lever brakes, but that's not possible.

It took a little tweaking of the controller software settings but now I have analog steering(steering wheel), throttle(gas pedal), front brake(load cell brake pedal), and rear brake(clutch pedal). I would have never been able to have this much fun with a gamepad. I'm still just a rookie, but I can tell I'm getting addicted.

Here's a hotlap I did with my steering wheel....
 
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WoW! that rig looks awesome!
Imagine it costs a bomb!

Could not get Ride 2 to see my wheel, so well done on that front.

It is only that the game is such fun, and that I am a sucker for bike games, that I have persevered with the Xbox controller - about 30 hours now. It does take time to get your left thumb "XBox" fit to operate it with any finesse.
 
I shoulda stuck with the controller, I might have got used to it by now. Now i'm used to the steering wheel. I really want to try a thrustmaster freestyler bike, but they haven't made them for over 10 years, and I can"t find a used one :(
 
Sorry, I do not speak Spanish very well I want to paint the chassis_302 Kawasaki Ninja ZX10R but I do not know what file or folder this bike model is used to be able to open it before trying on the game. Can anyone tell me which file is used for different bike models in the game?Which program is used to open the ride2 bike models? Thanks
 
Hi guys
Maybe I dont make mods anymore but I still follow this page...

What I can´t stand that someone steal my mods of SBK liveries and then add a different number.. Maybe someone has the same problem..

What do I want ?!

1. when you posting some mods based on mine ASK ME
2. Then If i accept you then name me in description of the mod
3. If you can´t follow my instructions just F***** OFF

PLEASE RACEDEPARTMENT DO SOMETHING WITH THIS PROBLEM... HOW CAN I REPORT HIM ?
Thanks and have a nice weekend
 
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First contact the person in question via PM, maybe he can credit you or work out something else.

When that doesn't work go for the email option but make sure to add verifiable proof that your rights are being infringed. Just reporting a few lines of CAPITAL text with evidence will not lead to a solution.

Final, starting a public thread that somebody is a thief is not the way to go. You can have your suspicion but at all times be respectful and this thread isn't.

Going to modify it for you and close it.
 
hm, can be caused by gfxgem.mix, data.mix or mixfiles.lst ... missing paths/files or entries inside them most likely.
a bit more info what you are trying to build would be good to help you^^
 
Hi, I've created an account here just for this game, hopefully I'll find a nice community here.

Does anyone know what are the important stats on a bike? I'm just in the start of the game so I'm still getting the hang of it. Now I've reached a race where I have two bikes a Ducati and the Energica Ego. Theoretically, and looking at the stats the Ducati should beat Ego, but in reality it's the other way around, Ego is about 5 seconds faster around every track. They both have 719PP, and on top of that even my Bimota SB8K with 580PP is beating the Ducati, so I don't really know what are the stats that matter.
 

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