Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
or no brakes at all like in MotoGP22. Hard to tell what's realistic and what isn't, because none of us have been on a prototype bike but it definitely feels like something is off.
It's easy to test that something is wrong because it's almost impossible to lock the front. GP bikes have no ABS of course, so slamming the front brake to 100% should lock the front wheel especially at medium to low speeds as the disk will just GRAB and stop the wheel.
The breaking input is filtered and not only that but also the leaning under breaking is heavily filtered, especially since MotoGP23. I believe it's their way of putting an arcade assist to stabilize the bike. For me it totally prevents muscle memory because I can't feel the limit of the bike at all. Almost feels like the game has a very aggressive, built-in ABS which can't be turned off.
I totally agree.
The sad thing is, they have a very good product, with fluid animations and good graphics, but a tremendous inconsistency in terms of physics. Each title they release isn't a refinement of the previous one; it's a completely different thing. Instead of spending time developing two sections of the same game (arcade mode and realistic mode) to please everyone, they waste time doing strange things that ultimately result in a poor finish for both the arcade and realistic aspects.
Like I said, it's a shame.
If Milestone would bring back these physics levels then everyone could enjoy an offline racing experience without the frustration.
Because the braking in modern MotoGP games is so soft, and slightly messing up your entry equals a collapse or massive over run, it can suck the joy out of winning. If you need multiple rewinds or have to to focus so much you don't even enjoy getting the win, you stop coming back. I don't have the racing line on or any of the braking/steering/cornering for you aids and can usually work the handling out, but its not the fun racer it could be. It feels like work.
I have enjoyed MotoGP24 but I would enjoy it a whole lot more if I didn't get torpedoed on hairpins as i'm braking too early as I cant judge it by what I see.
I agree that front brake even at default settings, don't feel at 100%, a lot more like you mentioned. But far far better than default settings on MotoGP 22, where I had to learn from a Youtube video and calibrate all the front brake & change then according to track. But i got successful mostly on Time Trial mode; offline race not yet tried.
Have You tried the controller calibration yet in settings section?
In that You can change the front brake calibration with Linearity (try to increase between 110-140% or more), Saturation (this one if more than 100% will give lead to stoppies/ rear end lifting after braking at the end of long straight-Sepang, Mugello, slope like turns).
And then accordingly You need to calibrate Filter Press and Filter release calibrations (There are videos on YT for this. Filter settings delay the inputs when either you press brake or release. It helps to smooth en out inputs).