If only Slightly Mad Studios made a motorbike game.

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What would it be called and what would you have in it :) ?.Me personally i'd have the IOM TT and endurance races plus cruising along some winding bends on famous english roads etc.
 
I had this thought the other day. Would be amazing if it followed a pCars type format. My idea:

pBikes

Main Categories:

50cc
125cc
250cc
Supersport
Superbike
Grand Prix
Lightweight
Road
Sidecar

Each could house regional and international series', licensed or otherwise, so British Superbikes and IoM TT for example. Road would feature North West 200, IoM and more, GP be a fictional representation of MotoGP with each class (250, 600 and 1000). Sidecar racing would be paramount to variety.

Sub Categories:
Scooters
Mini Moto's
Street
Classic
Electric

These would represent the wider world outside motorsport, perhaps using kart tracks with scooters and mini motos, invitationals on street bikes from all power ranges, classic events and special electric invitationals at IoM races and such. Potential is huge.

Manufacturers:
Aprilia
Ducati
Suzuki
Yamaha
MV Agusta
Honda
Kawasaki
Triumph
Harley Davidson
Mahindra
KTM
Peugeot
BMW
Cagiva
Gilera
Piaggio
Derbi
Rieju
Norton

Circuits: (Too many to list so I'll list a few)
Donington
Cadwell Park
Snetterton
Laguna Seca
Road America
Suzuka
Daytona
Indianapolis
Nurburgring Nordschleife
Brands Hatch
Isle of Man
North West 200
Bugatti
Macau
 
The only problem is that there aren't any motorbike sim controllers that can ever be practically made, sold or stored, which is a real shame. I've been thinking about how you might be able to make one - a gyroscopically stabilised frame on a pivot with all the pedals and handles you need is about as far as I get before I think 'yep, this is too expensive' - so a proper motorbike simulator seems a bit... Not impossible, just kind of pointless. You can easily simulate driving or flying, it's probably not that hard to make a train sim controller if you wanted, but you can't really approximate riding a motorbike while you're sitting down since weight distribution and leaning are pretty key to the whole thing. And to make it worse, a motorbike sim would be utterly amazing with an Oculus Rift...

As for what it would be called, if it were SMS it's obviously be 'Project BIKES'... Biwheeled internalcombustion kinetic energy simulator?
 
The only problem is that there aren't any motorbike sim controllers that can ever be practically made, sold or stored, which is a real shame. I've been thinking about how you might be able to make one - a gyroscopically stabilised frame on a pivot with all the pedals and handles you need is about as far as I get before I think 'yep, this is too expensive' - so a proper motorbike simulator seems a bit... Not impossible, just kind of pointless. You can easily simulate driving or flying, it's probably not that hard to make a train sim controller if you wanted, but you can't really approximate riding a motorbike while you're sitting down since weight distribution and leaning are pretty key to the whole thing. And to make it worse, a motorbike sim would be utterly amazing with an Oculus Rift...

Before I maxed out on my motion sim rig, my cogs where grinding about reverse wiring motion for use with sim wheels. That paved the way for pondering the dual use of sim wheels, as sim handlebars.

The original idea was to use three mini actuators and a slide-able front ball joint/pivot point to move the wheel deck in relation to what the body would feel. Basically instead of the seat being moved to the right for lateral g-force simulation, the wheel deck would rotate slightly to the left. Under braking the wheel would move closer, and further away on acceleration. Bumps and dips in the road would be simulated with a rotational rise or fall of the wheel deck. Again, opposite direction to what a seat would do. So: rotation left/right, movement forward/backward, rotation up/down. All the action would take place between two plates: one attached to the wheel, and underneath, one attached to whatever the wheel is normally attached to.

Extending from this I thought about the possibility of modding a motorcycle "rim" for the Fanatec CS base and having an option to mount the base say 70-90 degrees upwards. The deck would then convert to being able to rotate side to side, move up and down, and rotate forwards and backwards. Trouble is, side to side feed-in (as opposed to feedback) would be difficult or impossible to do. Actuator would have to be able to be increasingly stiff as speed is gained, but still able to respond to input and have potential to "give". I suppose a separate potentiometer could read the movement at least.
 
Could SMS get the licences for the names of the riders ?.Would be ace if i could ride with Joey Dunlop as John Mcguiness at the TT or Steve Hislop on his white Norton Rotory superbike.I am not denying that GP Bikes is an awesome game, but it is a one trick pony.Piboso would have to change the name of the game and everything in it to compete with PBikes if it ever got made.


Although saying all that, SMS could learn from Piboso or together they could join forces and make one massive game.How cool would that be eh.SMS does the intricate tuneable parts of each bike, that can get damaged whilst Piboso does the physics engine.SMS then does the graphics and audio to a high standard etc and you are on too a massive winner.
 
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It's a base, he is building the core engine, tell me another developer or group of developers doing better than Piboso at the moment.

Doing better in what regard? In making a game or making a core engine?
 
A core engine. About bike games there's Black Bean Studios with SBK and MotoGP but not a sim.

Because bike sims don't sell, simply. As said above, there's no bike controller or bike controller concept that works or will ever work so making a core engine for an extremely realistic bike sim is a pointless exercise. It simply isn't fun to "play" with a pad, wheel or any other device.
 
Because bike sims don't sell, simply. As said above, there's no bike controller or bike controller concept that works or will ever work so making a core engine for an extremely realistic bike sim is a pointless exercise. It simply isn't fun to "play" with a pad, wheel or any other device.
Ok but the same should apply even if SMS are the developers.
Your "no fun" statement is kind of contradicting if we look at the second post of this thread where you clearly looking for a good bike game with a pCars type format. And yes I agree, would be amazing.

But since there's no such project the closest thing you can get is a GPBikes kickstarter on Steam.
Piboso is talented, but he need resources. I hope onen day he can achieve that. And have enough budget to licence the content you mentioned.
 
Before I maxed out on my motion sim rig, my cogs where grinding about reverse wiring motion for use with sim wheels. That paved the way for pondering the dual use of sim wheels, as sim handlebars.

The original idea was to use three mini actuators and a slide-able front ball joint/pivot point to move the wheel deck in relation to what the body would feel. Basically instead of the seat being moved to the right for lateral g-force simulation, the wheel deck would rotate slightly to the left. Under braking the wheel would move closer, and further away on acceleration. Bumps and dips in the road would be simulated with a rotational rise or fall of the wheel deck. Again, opposite direction to what a seat would do. So: rotation left/right, movement forward/backward, rotation up/down. All the action would take place between two plates: one attached to the wheel, and underneath, one attached to whatever the wheel is normally attached to.

Extending from this I thought about the possibility of modding a motorcycle "rim" for the Fanatec CS base and having an option to mount the base say 70-90 degrees upwards. The deck would then convert to being able to rotate side to side, move up and down, and rotate forwards and backwards. Trouble is, side to side feed-in (as opposed to feedback) would be difficult or impossible to do. Actuator would have to be able to be increasingly stiff as speed is gained, but still able to respond to input and have potential to "give". I suppose a separate potentiometer could read the movement at least.

It's a nice idea but personally - and I've never ridden a motorbike - I think it needs more than just handlebars. On a real bike I've heard it can be quite tricky to hold on if you pin the throttle and falling off (or the threat of falling off) is all part of it, also on a sports bike you're not so much sitting down as you would in a chair, you're closer to being on all fours. With the work you'd put into your idea you may be better off mounting an old bike frame on a pivot or something, I don't know how else you could do it.

Maybe you could have a suit with panels that can apply pressure to parts of your body to simulate g-force, like that seat that does the same, and a bike frame bolted to the floor so you can hang right off the side and not fall off. The frame would have load cells to sense what you're doing, an optical encoder in the handlebars and then the usual pots and switches for the brakes, clutch, gear pedal and throttle.

But the key part, the suit, is pretty sci-fi stuff for a guy like me! And that also brings it right back into the realm of being too expensive and too bulky, all to run software that isn't there...
 
Ok but the same should apply even if SMS are the developers.
Your "no fun" statement is kind of contradicting if we look at the second post of this thread where you clearly looking for a good bike game with a pCars type format. And yes I agree, would be amazing.

But since there's no such project the closest thing you can get is a GPBikes kickstarter on Steam.
Piboso is talented, but he need resources. I hope onen day he can achieve that. And have enough budget to licence the content you mentioned.

The closest thing to what I want is MotoGP 14 and SBK Generations. You know, a game.
 
Better physics won't hurt.

It would. These games don't shift a lot anyway, making them harder with no development on a controller makes it an utterly fruitless exercise. I admire what piboso is trying but it's not really ever going to go anywhere.
 
It would. These games don't shift a lot anyway, making them harder with no development on a controller makes it an utterly fruitless exercise. I admire what piboso is trying but it's not really ever going to go anywhere.
He "just" need an hardware company like Fanatech building an handlebars (with brakes, clutch and gas) placable on one of those removable steering wheel devices. That would be the beginning of something.
 
It's a nice idea but personally - and I've never ridden a motorbike - I think it needs more than just handlebars. On a real bike I've heard it can be quite tricky to hold on if you pin the throttle and falling off (or the threat of falling off) is all part of it, also on a sports bike you're not so much sitting down as you would in a chair, you're closer to being on all fours. With the work you'd put into your idea you may be better off mounting an old bike frame on a pivot or something, I don't know how else you could do it.

Maybe you could have a suit with panels that can apply pressure to parts of your body to simulate g-force, like that seat that does the same, and a bike frame bolted to the floor so you can hang right off the side and not fall off. The frame would have load cells to sense what you're doing, an optical encoder in the handlebars and then the usual pots and switches for the brakes, clutch, gear pedal and throttle.

But the key part, the suit, is pretty sci-fi stuff for a guy like me! And that also brings it right back into the realm of being too expensive and too bulky, all to run software that isn't there...

It was really just an off-shoot from the poor man's motion for four wheeled beasts idea. Most of the work would have gone into achieving that. As I attempted to explain, there would be 3dof(?) movement of the deck, and ideally that "feed-in" on at least sideways rotation.

Regardless, I've already got plenty to do, and enjoy. Still, I really like the idea of marrying Oculus, hand motion tracking and decent bike controller for use with a Road Rash style game. Clobbering someone positioned at one's side being the big worry/benefit.
 
He "just" need an hardware company like Fanatech building an handlebars (with brakes, clutch and gas) placable on one of those removable steering wheel devices. That would be the beginning of something.

But as I said, it will never happen. There is a smaller market for bike sims than there is for car sims and that's already a tricky market.
 
Might be nice in combination with this:

Manx_TT_Superbike_-_1995_-_Sega.jpg


But still doesn't come near to riding a motorcycle for real as I think it is nearly impossible to simulate the acceleration bikes have plus the hit from the wind you get when you come up from behind the windscreen at 180km/h and faster.
 
But still doesn't come near to riding a motorcycle for real as I think it is nearly impossible to simulate the acceleration bikes have plus the hit from the wind you get when you come up from behind the windscreen at 180km/h and faster.
That's simple. :p

ArticThunderArcade2000not2001Back.jpg
 
It's a nice idea but personally - and I've never ridden a motorbike - I think it needs more than just handlebars. On a real bike I've heard it can be quite tricky to hold on if you pin the throttle and falling off (or the threat of falling off) is all part of it, also on a sports bike you're not so much sitting down as you would in a chair, you're closer to being on all fours. With the work you'd put into your idea you may be better off mounting an old bike frame on a pivot or something, I don't know how else you could do it.

Maybe you could have a suit with panels that can apply pressure to parts of your body to simulate g-force, like that seat that does the same, and a bike frame bolted to the floor so you can hang right off the side and not fall off. The frame would have load cells to sense what you're doing, an optical encoder in the handlebars and then the usual pots and switches for the brakes, clutch, gear pedal and throttle.

But the key part, the suit, is pretty sci-fi stuff for a guy like me! And that also brings it right back into the realm of being too expensive and too bulky, all to run software that isn't there...

+1 to everything you said.

Another thing you need is centrifugal force.
Trying to get low off the side of the bike would be very difficult if you didn't have the force helping to keep you up.

It would be awesome to have the rig throw the player off of it during a highside though.:lol:

Maybe make the rider have a sense of danger when your sim tries to fling yoy away from it.
 
I'll tell you what you could do with this game, if ever it was made.You could start off with a bike that needs work and then, get different parts from different bikes and put them all together and make one fantastic bike (fettle and tune it etc ) and race against each other.This would be a game where you start at 50cc racing and go through all the ranks and catagories, all the way up to the fastest ever bikes.Whether that be at the IOM TT or a race track like Donnington or Silverstone in the MotoGP etc.What do you think peeps.
 
It would be too much work for most studios and although racing games are reasonably popular I don't think one which revolved around motorbikes would be very successful no matter how good the game was. A problem with modeling bikes is that they have so many complex parts and details out in the open and if you want to make them look realistic it takes quite a bit of work and can really add to the poly count.
 
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