I wouldn't worry about that graphical error in the frame screen, firstly you're not meant to drag my VEH file into editor and look at that, secondly I know exactly what causes it and it's actually a crucial part to the current feel of the bike and will absolutely be staying.
The lights work, I'm no longer working around the current light system in the game. They look the way I want them to look in the editor and I'm assuming the system in the editor is what the game will adopt when the night mode update comes out. Either way lights are superficial in the game right now.
The animation system for bikes just doesn't work well and isn't worth putting much more time into. The guy moves based on the angle of the forks not the lean. I just leaned the rider forward and flared out the knees a little so it doesn't look completely ridiculous when you're racing. I have other animations that look even better racing but you guys wouldn't like how it looks when cruising.
I've been spending a lot of time riding bikes in LFS lately, and I'm very impressed. I will say that the FFB destroys the steering feel MXBIKES gives you.
I created this thread so we as a community can compound suggestions, I'm shocked there isn't a bike one already?
As of right now my only complaint is the lack of manual rider lean control. I can live without it in this game but it will always hold back the entire bike experience. I would love to be able to control the lean and use my VR headset/trackir to do so.
At this moment all I can do is pretend it's controlling lean not steer. I originally designed it around LFS which had no way of seperating steer and lean. Since starting to play GPBIKES I have started to ponder adding another axis / pivot in the handlebars to steer.
I'll eventually have a triple clamp on a pivot controlling another potentiometer. I'm still working on the electronics portion of this project and haven't been able to move on to improvements the last few days.
UPDATE 10/8
Moved the control board inside of the case, the only wires coming out are the USB and shifter leads. Added proper cable ends, and secondary compression springs to the cable setup. The improved throttle feel from this setup has made LFS a viable motorcycle racing sim for me now.
The big advantage people are missing when they see my setup is the abilty to realistically modulate the front and rear brake. With this setup I'm running main brake on full front bias with the LFS handbrake set as rear brake. The wheel base is simulating leaning and feels immediately intuitive.
UPDATE 10/13
I finished the proof of concept bike pedal set, shifter and rear brake are working. The current setup is nothing more than a rough test bench for positioning, travel and spring mounting.
I ordered a shifter return spring from a real motorcycle, none of the universal torsion springs I found had the muscle to consistently return the shifter to center.
The idea here is to eliminate the small plastic electrical box, and the pieces of L channel and combine them into 1 unit, there will be no wires running externally just the cables from the handlebars. The finished product will be a box housing the entire electrical unit with the pedals just, sticking out from the sides.
Update : got the handlebars mounted on a standalone adapter finally. Really liking the bars being mounted below the axis of rotation. Gives a counter steer feel and the feeling of leaning away from the bike.
My girlfriend does not play sim racers, or any games for the matter and she was able to jump on and ride the bike using this setup immediately. I think it shows how natural an intuitive this design may end up being.
UPDATE 10/6 :
My Arduino is due in the mail today, I won't have time to mess with it before I have to go to work. I was able to remove my clamped washer setup from the pots and replaced them with these rc servo arms. Perfect fit and the knurling works perfectly with the pot shaft. Creates a much more linear feel and spring reaction from the previous setup.
Update, moved the setup over to a plastic box and it works perfectly now. Waiting for the adapter for my wheel base so I can properly mount the handlebars.
Small update, I ended up soldering 2 potentiometers to the joysticks on the controler in an attempt to achieve and more linear and consistent feel. While this worked I mounted the rig to a conductive piece of metal and the pots were feeding back to one another. I will have to apply this concept to a sturdy piece of plastic or a plastic electrical box. Which then I can mount the electronics inside of.
While working on my R6 and R1 bikes the last week, I've grown interested in the concept of having working "motorcycle-like" controls. With the rotation of a standard wheel base acting as a simulation of leaning a bike, and most importantly having handle throttle, brake and clutch, mostly so I could map the pedal throttle as a rear brake and simulate proper bike brake blending.
What you are about to see is very very alpha v1, the obvious things will be taken care of. I whipped this up in a few hours with materials I had laying around, minus the pit-bike throttle and brake.
The shifter is an older Fanatec sequential shifter, with the wires cut and the 2 switches soldered directly to the gamepad.
TO-DO:
I already have ordered a thread on adapter to mount the handlebar directly to the Thrustmaster base, so I can ditch my wheel and make the setup easy to swap back and forth.
The springs on the controller analog sticks need to not wrap around the controler, it is causing binding and inconsistent return.
I may ditch that entire controller mounting aparatus entirely and start with something better, possibly an arduino with 3 axis' so I can add the clutch later, the analog sticks work but something linear like a trigger would be better suited.
My first bike, I really didn't think I'd ever like riding a moto in this game. I decided to try to make my own from scratch. I really do believe this is the best feeling bike in LFS at this point. I'm still tweaking this as I go but so far it's made me a believer.
Model made entirely within LFS EDITOR, using my mod the "SIMPRAJET" as a starting point, YIKES9 body kit originally created by me for my XRT tweak mod "XRT KOUKI HLU" and XRT HLU COMP", fitted to this S13 model and adjusted.
I'm going to chew on this tonight and make a post in there tomorrow. There may not be an edge system in lfs modeler but can there be detection "added in" based on the same logic the light uses when you seperate groups?
Say you create an orange line along the seperation of 2 groups, could the editor understand that you are trying to radius or chamfer that edge? Perhaps when you pull the orange line (like you're extruding) the editor would create another 2 sets of connected tris and points like an extrusion and "bend" them around the original "edge" equilaterally in distance and angle.
I currently have 2 fully original LFS editor made from scratch base vehicles published and a retopology in review that was made in blender, and I still make this below statement.
I would consider updating the editor to no longer allow the import of OBJ files period. Even if that means killing my retopology mod fine.
I'm not a programer but is there a way to force all new mods and updates to come from that updated editor as well, to force people to follow the rule? At this point I would rather see less mods go up for review than continue to stress this fully volunteer system any longer.
The pain from forcing everyone to use editor could be eased by maybe developing some additional features to go along with extrude and lathe, such as bevel. Really bevel alone would impove my workflow ten fold in LFS editor.