TT Isle of Man - The Game

Yes, they are very different. Remember folks, go to options and settings, controller etc and change your passenger to automatic too. Watch the passenger lean meter going into a corner and remember, sidecars do not lean like a bike.:thumbsup:
 
Yeah yeah, keep telling yourself that.
Turn the wheel, why, even push down on it, the rider leans bars turn...sorted.
If you can't do it or understand it that's fine, I've been a sims racer for many years and other sim racers use their wheels for any racing game they can, it's their tool of the trade so to speak.

I can't use a pad for car sims nor bike but I can and very well use a wheel.
I wonder how that is?
Steer with the rear ftw!

now you make more sense, if you equate the wheel turning to the angle of lean then yeah whatever floats your boat, but equating it to the bars turning...no. I still personally think it's wrong, but people do what they do and I'm fine with that. (just noticed you still say "bars turn", sigh...no....turn wheel = ALL the little things a rider does to turn, pressure on the pegs, counter steering, body weight shifting, just like a thumbstick.)
 
I posted my initial thoughts in the other thread:
had a quick play around and trying to control rider and passenger had me all over the shop LOL, quickly put that to auto. I noticed the bike drifted to the left constantly is that a sidecars foible? And I still get the rear end snaps with the sidecars...oh well.

seems the dodgy rear is a fundamental physics issue. It really does spoil the overall game for me, Im gagging for a highside or a lowside (2 wheels obviously) , at least something that makes sense (and with a bit of warning).

Still I'm going to try a bit more with the sidecars and use them to try and learn the circuit more, got to suss out where those corners are that cause the problems. Thinking about it are they corners that seem like good corner speed can be taken but due to bumps/camber mean that a slower speed/less lean angle is needed?
 
The DLC doesn't install automatically, even if you've had the Steam Update, you need to go to the store page, select the free DLC and install it. It will start the game and then it is ready go with a new sidecar tutorial.

:roflmao::roflmao: as @Damage Inc said, how difficult is manual passenger and rider control, I killed them both in the tutorial they were lying in the road more than they were on the bike! I thought this was going to be easier but it is tricky. Much multiplayer fun should be had with the two players trying to coordinate.
 
I think the developers have dropped a bollock with the sidecars unfortunately. Not sure how realistic they are but they are about as fun to ride as a kick in the nuts. I would take a hit on realism if they were actually fun also do they really top out at 150mph?
 
I think the developers have dropped a bollock with the sidecars unfortunately. Not sure how realistic they are but they are about as fun to ride as a kick in the nuts. I would take a hit on realism if they were actually fun also do they really top out at 150mph?

Yep, sidecars top out about 140 - 160mph (depending on team budget and tuning abilities) and will be running at full throttle for the majority of a lap. Also, don't forget, the outfit is carrying two people, not one, like a solo machine, and and empty outfit will weigh at least half as much again than a solo machine, all of which slows the machine down. Sidecars used at TT are built to F2 regs - max 600cc for a 4 cylinder / 4 stroke engine and max 350cc for a two-stroke engine.

I haven't played on the sidecars yet - in Croatia at the mo, itching to get back to Isle of Man and my PS4 and try them at the weekend !

Also you need to bear in mind, the physics for a sidecar will be closer to that of a car than a bike, but, remember that the sidecars are not two wheel drive - they have only one drive wheel - immediately behind the driver/rider - the wheel on the sidecar side is not driven. This is coupled with the fact that the one and only steered wheel is offset to one side. Also, unlike a motorcycle, a sidecar is steered like a car - by turning the handlebars left or right just like you would with a car (infact, there used to be a class of 3-wheeled cars that were allowed to compete in the sidecar races). Sidecars have very little suspension travel, so they are very susceptible to bump steer and just generally being 'bounced' off line. They use Formula 2 single seater car tyres, which are square (unlike a motorcycle tyre), and in most tighter corners are often forced to slide slightly in order to get round the corner quicker. If the one driven wheel is lifted off the ground in a corner, it can spear the outfit off to one side when it comes down again. This all makes the outfit extremely twitchy and very difficult to drive - if you think the solo boys are heros, ask the very small number who have raced both solos and sidecars who are the bravest !!!
 
I'm actually enjoying the sidecars..shock(!)..horror(!) lol.

I'm not that qualified to comment really as I have never "driven" one but they are sort of making sense to me.. The rear end is tricky but manageable. I managed a "maiden" lap with only a few crashes. What I am doing is running "semi-auto" passenger movements. So the AI moves the sidecar passenger automatically but I can override this whenever I need to using the right-hand thumb-stick. So I am helping the outfit on the entry to bends and through bands by initiating movement of the passenger if I need to myself..although if I don't do this the passenger will still move. But I am initiating his/her movements earlier than the AI would do. It seems to help a lot for me doing this and feels quite intuitive to do this as you approach crucial and difficult bends. I guess this is all about anticipation of the bend ahead?

As I say I'm not qualified to comment on the handling physics but it is sort of making sense to me..in a "sidecars are not cars and not bikes" sort of way.

Rear end is "flighty" but not impossible to "drive"/"ride" around I would say. I doubt it's as flighty as that in real life though..

I'm finding the handling very challenging but fun.

How accurate it all is I just do not know though.

I race the sidecars on the rfactor "sidecar mod" also and they are a lot of fun too. Particularly round Dundrod. This is different and quite a bit harder but for me still good fun.

More than that I cannot say..

Am I the only one that doesn't hate this freebie add-on I wonder? lol. :barefoot:

(Any real-life sidecar racers out there..?)
 
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Hi guys I’m riding with aids completely off, except for brakes, which I have set to combined rather than split. I’ve tried and tried to use split brakes but can’t use them as effectively and get the bike stopped. I struggle on the big stops like Ballacraine, the Creg, Sulby Bridge etc particularly badly. I lock up a lot and end up crashing or outbraking myself as my braking distance is longer than with combined.

What technique do you guys use? With combine brakes I lean back, slam on the brakes and downshift smoothly for engine braking. What should I do with split brakes?
 
Arriving on console and PC versions of TT Isle of Man: The Game - Sidecars are here, and it's free (well until 22nd June at least)…


The highly anticipated new expansion to TTIoM: The Game has arrived! Adding the world of professional sidecar racing to the official Isle of Man TT Motorcycle road racing game, sidecars are an exciting and sadly often overlooked form of bike racing, and serve to bring some very unique and engaging content to this very solid bike racing title.

Arriving on all platforms yesterday, the initial release will be totally free to owners of the existing game, however it should be noted that the content will become a paid DLC offering after June 22nd, so if you are looking to try your hand at the three wheeled bike variety you need to act soon unless you want to pay for it!

As well as the new DLC, Bigben Entertainment and Kylotonn Racing Games have also deployed a further update, titled build 1.104, of which the PC patch notes can be seen below:
  • Added sidecar DLC content
  • Fixed several collision glitches on the Snaefell Mountain track
  • Fixed small undesired elevations on several fantasy tracks (for example, old Blair Forest and Hertfordshire)
  • Fixed a crash which occurred when changing sections on the Snaefell Mountain Course
  • Updated fmod version to fix a sound bug which could cause random crashes
TT Isle of Man: The Game is available now for Xbox One and PlayStation 4 and PC.

TT Isle of Man Sidecars.jpg


For more news, more discussion and to interaction with your fellow bike racing fans then head over to our TT Isle of Man - The Game sub forum.

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Have you tried the sidecar DLC yet? What are your impressions? Let us know in the comments section below!
 
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the physics are awfull.
based on WRC 6 engine (https://i.imgur.com/9VF4R1M.png)
this game is based on a 4 wheel game engine, and after today's discussions in here on how the bike feels like it's handling like a car, I decided it was time to do some digging and put my modding head back on and opened up some game files .................................... could someone please explain to me why the handling files for John McGuinness's bike has settings for ..........Front Left Wheel ........... Front Right Wheel .................... Rear Left Wheel ...............and Rear Right Wheel ................. in a Motorcycle racing game ? please tell me.


https://i.imgur.com/jllVGVm.png

(from steam)
 
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As good as the game is for us TT fans, yes the physics are based on car physics. And Kylotonns car physics at that. It is what it is.
But forgetting the sidecars, the bikes do work well. If you ride them with care and feel like you would a real bike. As a biker myself with track experience I still ride the bikes in the game with a fear of crashing anyway hence my lap times are slower than these super fast no fear hot lappers we have in the overall timings. Yesterday I jumped on the cbr600 (Bruce Ansty's) for the first time in a couple of weeks and did a 4 lap TT race without falling off once. I finished with an average lap time of 20 mins which is slow but boy was it fun and it was super realistic with a lot of sweating in the end. What I am saying is if you just play this game pushing 120%, the physics will bite you eventually. So I play it at 80% just like the real riders in real life ride the circuit.
 
the physics are awfull.
based on WRC 6 engine (https://i.imgur.com/9VF4R1M.png)
this game is based on a 4 wheel game engine, and after today's discussions in here on how the bike feels like it's handling like a car, I decided it was time to do some digging and put my modding head back on and opened up some game files .................................... could someone please explain to me why the handling files for John McGuinness's bike has settings for ..........Front Left Wheel ........... Front Right Wheel .................... Rear Left Wheel ...............and Rear Right Wheel ................. in a Motorcycle racing game ? please tell me.


https://i.imgur.com/jllVGVm.png

(from steam)
Check out GP bikes if you do not already know it.
 
the physics are awfull.
based on WRC 6 engine (https://i.imgur.com/9VF4R1M.png)
this game is based on a 4 wheel game engine, and after today's discussions in here on how the bike feels like it's handling like a car, I decided it was time to do some digging and put my modding head back on and opened up some game files .................................... could someone please explain to me why the handling files for John McGuinness's bike has settings for ..........Front Left Wheel ........... Front Right Wheel .................... Rear Left Wheel ...............and Rear Right Wheel ................. in a Motorcycle racing game ? please tell me.


https://i.imgur.com/jllVGVm.png

(from steam)

To be honest what you are saying is hardly revelatory is it? I think we all strongly suspected this was the case.. I personally didn't think for a moment that Kylotonn had made a new motorcycle game engine from scratch..

The question always was how well could Kylotonn's WRC game engine and physics model be adapted for use over the IOM TT Mountain course? At least that was the question that kept occurring to me anyway in the run-up to the game being released..

Is the handling of the bikes in its entirety awful? As bad as say motogp 9/10 by Capcom?

I would say no. Far from it. Concerns (some might justifiably say serious concerns) re. the behaviour of the rear end when it comes round on you on the brakes or when you overstep the "limit" generally notwithstanding.. For me until the rear let's go the general "feel" and "poise" of the bikes round the bumpy IOM TT course feels, for a mainstream game, pretty good. Direction changes at speed and the feel you get from the bike sweeping through the high speed sections of the course feel convincing. The bikes feel "alive" for me in this respect. So for me that's a plus. In this particular respect it reminds me of the feel racing round the mini IOM TT course on the old but venerable gp500 game by Melbourne House. But yes things in the physics in TT IOM are missing if you make comparisons to gp500. "Low-sides" on a cold or worn front tyre heading out of Douglas from a standing start being one on them..

So for sure the handling in TT IOM is not perfect. In an ideal world Kylotonn would have built a new motorcycle game engine from scratch. But they didn't. It's not a perfect world..

Meanwhile we have Milestone. A company who clearly over the last few years are deliberately and knowingly, seemingly, dumbing down their motorcycle racing games (in terms of their adopted physics parameters and desired handling model) to suit younger players (aka "kids") and "mainstream" casual gamers alike. Milestone have not advanced their physics model they have regressed it to the point that many experienced online players are walking away from their latest games, eSports notwithstanding. Milestone do not even have (so far) a working tyre wear/grip algorithm and still have a "lean angle limiter" built into their core physics engine. So no "low-sides" unless on the front brake and no tyre management in either of their games..

Not good either really is it?

Do I wish that Milestone had made the IOM TT game using the same "vanilla" physics and handling model as RIDE 2? Tbh personally I'm rather glad they didn't.. as I think I would have got bored of it pretty quickly..

Everyone to their own. But it has to be said TT IOM is something different.

As Andy said race it more like you would approach it it in real life from fork / helmet cam and see a crash as a DNF or a trip to Noble's hospital and it begins to make more sense. Race it like an arcade game and it doesn't..

That's the alternative opinion on this one for what it's worth anyway. ;)
 
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IOM TT remains a truly challenging and enjoyable game. The sidecars are much more difficult to control than I expected. It is truly satisfying to get a good clean lap of the TT circuit and requires a level of concentration above even the Nordshcleife which is my favourite car sim track by far.

I can't say how realistic to a real bike it is but I know it makes for a fine hardcore game. I've enjoyed this bike game so much I might well pick up Moto GP 18 after a good few years break from the series.
 
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