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
As for the head position in first person, you have a valid point, although I think what you propose should be an option, not the default. It can be disorienting enough to play in 1st person with all the banking (most people are used to driving cars in video games, where the horizon stays level) - having the head move around as well could be nausea-inducing for some. But why not have it as an option for the hardcore?
As a matter of pedantry I must point out that everyone that can ride a motorcycle already counter steers. If they did not the bike would not turn, whether they are consciously aware that they are doing so is another matter, but if you can make the bike lean at any speed then you are already countersteering. It will not lean (much if at all) without input from the bars even if you jump up and down on the pegs ;).
The only reason it seems otherwise is because pitching your shoulders into a corner automatically countersteers (pushes the inside bar and pulls the outside bar). When I ride I don't think in terms of steering away I think in terms of pitching my upper body in, e.g. I want to turn left so I push my upper body to the left and use the weight to pull on the right hand bar and push the left outwards.
The only difference "concious counter steering" really makes is it lets you understand your own body mechanics better and thus be more efficient/faster. i.e. knowing that its physically pushing and pulling the bars that makes you lean & not ur own bodyweight makes it easier to tweak your style to get better stronger steering inputs. But it's nothing really revolutionary to how you steer the bike, more like an evolution.
As for the game itself, I think it does simulate counter steering for the reasons above (& If you watch the bars in 1st person view they are indeed "counter steering" already). You steer by leaning & counter steering is how you lean. It'd feel really alien & unintuitive to me if I had to push the stick the opposite way to lean, and not representative of how it feels to steer a real bike anyway.
There is in fact a bespoke Bike handlebar controller on the market and it also does not represent counter-steering inputs because outside of a real bike it feels really unintuitive and inauthentic. Instead they chose to represent lean as in practice this is how most bikers think even if they do know how to counter steer consciously. (the designer himself said that the counter steer prototypes just felt wrong without a physical bike moving underneath you and so were abandoned)
If however you are still desperate to have reversed controls then you can always reverse the x axis ;)
As for the head options, I agree with everything you've said scruffy although if you look carefully you can see the helmeted on board view already does pitch into corners subtly which combined with moving my own eyes to the apex/vanishing point works just fine for me. To have more movement than that would require some kind of body presence (i.e. track IR or occulus) without it becoming stupid and uncontrollable. It's on the borderline of moving too much already IMHO.
try the game GP-Bikes !! that game has everything you want
I do a LOT of track riding, and its imperative if you want to turn the bike quickly to actively counter steer it, though for reasons already posted above yeah its intuitive for most riders.
I disagree that Ride animates countersteering, it looks to me that when I turn the bike the bars turn in the same direction... Maybe I am just missing the initial push or something. Motogp14 does the same, turn the bike left, bars turn left. I don't want to actually have to counter steer, that would be nigh on impossible with a gamepad, it'd just be nice if the animation was correct.
Otherwise, its a fun game :)
I've messed around a bit with counter steering my bike irl.
If you explain it to people, especially those who don't ride, or have just started, it's a difficult concept to understand, but when you stuff around with it, it makes sense.
I think you mean "Twist of the Wrist" by Keith Code. And yes a very good book!
PS: Oh El1gy wrote it allready.
PPS: I do not know if everyone who rides a bike does counter steering by instinct. My guess is, beginners or people just cruising around let the bike do it for them. They just do weight transfer and do no input to the handlebar. Then it happens automatically, which is way slower in terms of turning.
GP Bike is the closest motorcycle sim I have ever played, but you need a steering wheel to really controller the bike, a controller without force feedback makes the game a pain in the ass to play. Still fun tho.
At some point i think that counter steering should be simulated better on video games and back then I started to create my own motorbike simulation. Here is some points that I noticed with simulation.
It was built on existing general game physic engine but I get still pretty nice result for weekend project. First we need to ask what is input? In car games its valid option to choose that input is direct orientation of wheel. If we made same at motorcylce game it would lead situation that you have to first counter steer and then turn to right direction... sounds realistic but not work on real life since if you keep just your input center... you know what happens when you try drive bike with handlebar welded to center... not gona work. Things might be difrent on force feedback device that would follow real handle bar orientation but to work it propably would need more strong motor than they usually are since you are not supposed to "turn it" just little bit "force it" and I doubt little bit that still need tweaking to work but this maybe could be very cool.
Ok so in real world geometry of front bars causes that orientation of handlebar is right to keep bike upright. So next and more realistic iteration is that input is moment to handlebar which cause some little rotation from "optimal orientation". So at begin of turning you counter steer. During turn front bar geometry set orientation that tried to rise bike back to upright so you needed to keep slight counter steering. Or at least on my simulation and if I remember right that happen on real world too, but propably you can keep it turning with weight shifting too...
Now actually what happens is that with this real counter steering modeling you get pretty normal feeling for bike just like in many games but inputs are just inverted. Personally I can't notice big difrence between motogp series and this simulation if I invert input so that they work to same directions. Of course my version was rought, simulation had infinite friction, there wasn't anything to prevent over turning on your side and simulation was very unstabile on non-planar roads etc. Anyway its allowed to test basic turning pretty well.
So whole point is that you cannot say is simulation tweaked or is it based on real counter steer modeling based on input directions. As game developer I would for sure make inputs work so that left is left and right is right on default with any simulation style. Anybody can still change their controls if they want.
Ps. I abandoned that project since Ride was just announced.
And since bike is very unlinear system I think that boundary of these effect is related to angle of handlebar (and geometry of bike and speed) = domination depends how aggressively you turn. In real life I remember that common boundary speed is roughtly 20-40kmh but like I say its not unambiguous.
I am not 100% have these two effects difrent relationship to mass but I play for sure and don't take a stance about that. Anyway it should be a fact that effecting things are at least geometry of bike and speed. There is also gyroscopic moments (related to speed and mass of spinning parts of bike) but I think that they are mostly meaningless for selection which is dominating direction (effecing only how fast bike response but not for direction).
Nasty eh? There is long time when I studied these so feel free to correct if you see mistake.