Thanks for the support guys, oh and it just happened to be the best rated Motog15 MOD here on RaceDepartment, AGAIN.
Ops
Ops
Regards!
Was playing the RHK's mod and realized that if i use a Factory bike is possible to reach the top riders, but with an Open is definitely IMPOSSIBLE. However in your mod, even with an open 1:54 i'm able to do that...
So i merge the RHK's physics with the rest of your mod and it was amazing! It is simply impossible with an Open bike times like 1.54. I've got 1.55.4 with the Aspar MotoGP Team pushing it to the limit! But with Repsol Honda could, with effort, 1.54.3 ~ 2 what is more credible...
I do not know the difference between the mods, but it's been great to get times like real life with the specific bikes!
When before with a RC213V-RS i was battling with Dovi, Cruthlow or Ianonne now i'm battling with Barbera, Bautista or Abraham (same bike performance)
I'm only posting this to tell you that your mod is great if you using a factory, but has small difference if you use less performatic bikes... Well i was using the v1.1, had some change about this on 2.0?
I actually have no idea how to make a specific bike slower than decrease torque and braking power.
Which files have you merged?
Replaced only the files in DATA\PHYSICS\VEHICLES\PLAYERDATA and DATA\PHYSICS\TYRES of your mod by the RHK's ... I do not know exactly witch BMLs are changing this behavior...
No it hasn't. Bug thanks for your feedback, this is a .0 version, so it's a completely new mod (based on the 1.1, but it has a lot of new content).Honestly i never played the RHK's mod... Only tested the physics and i realized that the bike times that i can reach is similar to real life... 1.54.X to factorys, 1.54~55 to sattelites and 1.55.X+ to Opens...
When i merged this player physics with your AI (in fact, your entire mod except that two folders that i have mentioned), it matches very well with "my performance" + "bike used" against the AI. Like i said before...
Again: i'm just saying that because if i play your mod with a open bike, i'm reaching 1.54.X with default setup...
Just want to know if that 2.0 version have some changes about this behaviour...
Thanks for the reply!
WHAT'S NEW:
New difficulty system
- Lap times fix
- Minor changes
- motoGP, moto2 and moto3: SIMULATION (hardest, the 5th)
- moto3 ONLY in Austin, Mugello, Catalunya, Sachsenring, Philip Island: HARD (the 4rd difficulty)
WHAT'S NEW:
- Improved AI in more tracks
- AI starts better
- AI top speed fix
Honestly i never played the RHK's mod... Only tested the physics and i realized that the bike times that i can reach is similar to real life... 1.54.X to factorys, 1.54~55 to sattelites and 1.55.X+ to Opens...
When i merged this player physics with your AI (in fact, your entire mod except that two folders that i have mentioned), it matches very well with "my performance" + "bike used" against the AI. Like i said before...
Again: i'm just saying that because if i play your mod with a open bike, i'm reaching 1.54.X with default setup...
Just want to know if that 2.0 version have some changes about this behaviour...
Thanks for the reply!
I have a problem
Example: career, Misano, Suzuki
I qualified +0.8 from the leader, which is okay. I had to find a good setup. however, during FPs and QP I could lap around 1.34.high / 1.35 low with rear hards, while when I start race (50% distance, tyre wear off) I go slower and slower, my brakes stop working fine, my bike stops accelerating fine. Last laps are a nightmare, bikes shakes a lot in corner entry...
What can I do?
Hey! First of all, thks for the mod, the ai is really good, but I just have a problem (if it is one), the bike (motogp class, didnt try the rest) feels heavy, I have trouble changing direction, it feels like Im turning in slowmo.. I understand the bike are heavy irl but in my case it just doesnt feel natural.