That's about how I was planning on making the arcade mode work. And while I do intend to do it, directly setting the lean angle that way is inherently unrealistic. It really can't be done without applying large external torques on the bike, and forcing things like that creates unnatural looking consequences. For example, consider a rider losing it when trying to turn in the middle of a whoop section. In real life (and MX Simulator) the bike will lean one way, hit the next whoop, bounce the other way, and usually end up high siding. If the lean angle is forced to match the controller, the bike will just make an unnatural turn right in the middle of a whoop section.wakestyle21 wrote:I own a dirt bike and a road bike and I know that if you turn the bars you lean the oppisite way but I also know that when I'm riding I don't think about turning the bars to turn, I think about leaning to turn. If youre trying to make a sim and you can only have 1 method of turning the bike I would think you would use the one you actually think about in real life. Leaning is a much bigger part of cornering than is turning the bars.
The problem with using the bars to turn in the game is that when you are first starting out its opposite so this makes it very hard to steer when it transitions from being opposite to regular. If you used leaning instead left would always make you got left, and right would always make you go right. moto GP is a damn good sim for road racing and they use leaning.
think of the left analog stick as the riders body position on the bike left leans the rider to the left right leans the rider to the right, down leans the rider back, and up leans the rider forward.
If you dont agree then please at least make an option:
Cornering method: Lean bike / Turn bars
One more thing of interest to me - you say that the transition from slow to fast is what feels bad. Do you think it would work well if I forced the lean angle, but only at slow speeds? That might get rid of the slow speed steering transition without sacrificing the realistic physics.