Nice to see so many of us went the same route. I use my Fanatec wheel for lean, with the clutch paddles in handbrake/clutch mode for front brake and clutch, throttle on my V3's for throttle, brake for rear brake - in VR.
I'm so glad you threw your leg over a motorcycle sim finally. As someone who raced motorcycles in Southern California, I've wanted to try this myself but I was so disappointed in trying to use a wheel - so I gave up. Now you got me interested again. Thanks for all the instructions and demonstration.
GP Bikes has a realistic steering mode somewhere hidden in the ini files. It's a bit janky and super hard but its the only way in any bike game to get close to how steering a bike actually works. I did some videos using it and back then it worked like this below, just not sure if its still working like that because I havent checked newer versions. How to use realistic steering inputs: 1. open "C:\Users\"username"\Documents\PiBoSo\GP Bikes\profiles\"profilename"\profile.ini 2. add [hardcore] directsteer=2 directsteer_maxangle=50 3. setup your wheel rotation to 90 degrees maximum in your driver profile (you might need to play around with those last 2 values to finde your sweet spot)
Interesting. So is it like pushing against the forcefeedback in order to simulate pressure on the handlebars? Does is then also move the wheel to the correct steering angle as you lean over?
@@sntslilhlpr6601 you have quite authentic FFB and you need to counter steer to get the bike leaning into a corner or to straighten it up or change direction. Having a lowsider or highsider feels scarily realistic as well. Depending on the lean close to loosing grip you can also feel it getting light and wanting to fall into the corner. The downside is that it's a bit janky and rough, not really smooth which can lead to jolts and oscillations unsettling the bike and wanting to rip the handlebar out of your hand. Also the steering needs to be less sensitive than in reality, I think I had it so you had to steer roughly 3-4 times as much to avoid problems but it was still super interesting but also very, very hard. You can search my channel for GP Bikes videos, I also did one in VR/Mixed Reality.
I see I'm a little late here, thanks for mentioning direct steering, Marcel :) Here's a few additions... If you want a manageable directsteer=2 mode, it's best to limit yourself with GPBikes version 19 only. Starting with 19b the force-feedback code (among other things) got rewritten, so DS2 mode became mostly useless. With newer versions I'd recommend switching to directsteer=1. It's not nearly as immersive as DS2, but at least it's much more precise and you *still* get to use direct steering (more or less, because you command the handlebars torque with your FFB wheel). Pretty much all of my GPB content is recorded in the DS2 mode (apart from the most recent additions - those are DS1), so anyone who is interested in checking how GPB fares using a Logitech G27 with direct steering is welcome to come and see for themselves (and ask for details). Sadly, you'll see a lot of crashing, but just like Marcel above said direct steering is really a handful (still worth it though).
@@MixedRealitySimRacing Hello, Marcel! DS1 is the mode where the controller angle is translated into the virtual handlebars torque, whereas DS2 tries to align the virtual bars to the controller's angle. Of course the latter is done with a LOT of imprecision, since the actual steering angle change on a real bike is almost imperceivable at all (maybe 6° in total beyond 20 kph). But since the FFB acts *against* your input, it feels much more natural than DS1, in which you tend to turn the wheel quite a lot - even from a side to a side in a quick succession. Still, it's too easy to drop the bike in DS2 at large lean angles because in those cases the sensitivity is paramount and it's too easy to overshoot the desired angle. With DS1 you tell the rider how strong he should be pushing on the bar, so it's much easier to keep within the range... but it feels weird. Especially when you have to flick the bike from one side to another. I think either my most recent GPB video or two of them is done in DS1. You can see there that I'm much more precise in those cases, but getting underway is quite a challenge in DS1 :) Also, with the lack of FFB in the recent GP Bikes versions DS1 is basically the only way to go, because DS2 *highly* depends on the FFB.
Made me so happy to see the first bike sim on screen was GPBikes 😁 I'm like, O.K, this guy has good, no, exceptional taste in sims. lol You got me. Subbed. This topic in particular, is one very close to my heart.
02:43 That was a standard feature of my very first FFB Wheel - the fabulous 1st gen Thrustmaster Guillemotte Ferrari FFB Wheel with two sets of paddles, the one being vith variable inputs. Of which I used heavily when the pedals broke. However never used it for my MC games back then. If just I knew Jake's excellent tips would've delivered me prime MC racing times. Thanks again to this channel ❤ Btw: Watched Jake's MC skills yesterday night, attacking the IoM Snaefall Mountain Course in the new IoM TT3. As a part time MC driver myself I find Jake's skills here astonishing! Keep it up!🤘
Thanks for sharing your knowledge here. I ride real track days on occasion and I always say no matter how realistic moto games get I actually think it is easier to ride a real motorcycle on a real track than it is to control a bike with an analog stick in a video game.
Honestly 1200 USD for a fully functioned bike rig is a steal. An entry-level DD rig will run you about 2000 USD most of the times, and that number can easily grow if you just want " a bit nicer" of everything, like my rig did...
I was thinking the same, even sth like a Moza 8 NM motor, with a GS steering, & CRP pedals, are in that range, not to mention atleast $100 each for a gear lever & handbrake
Back with the old GP500 (1999) and EA SBK games (2000/2001)... I used to use my flight stick for lean/steer, and my pedals for gas/brake. I haven't tried it with more modern bike games to be honest, just now play on xbox controller. I should try that again. Makes me wish I had analog paddles on my wheel to try it your way.
@5:00 or so... Hmm, how about using the brake pedal for upshifts? To me it would seem more intuitive to keep both shift actions on the same foot, rather than having it somewhere else.
Hard to believe someone hasn't come up with a rig for bikes . Ive been playing mx bikes for 14 years and its amazing but having handled bars throttle clutch and a way to pull back would be a dream
As I ride in RL, just found that inverting the steering (as if countering it) is way more intuitive than think of it as a lean controller. If you have a TrackIR, can use it to control leaning and the wheel to emulate the steering (counter, as I said) if the game allows it. Personally I found all controllers just anti-immersive and the game GP Bikes the worst, as it try to be a simulator, and that do not work, IMHO, without a more advanced bike dedicated rig. So, I usually play these casual-realistic games, such as RIDE 4. For that I use a XBOX controller and find that this is the most "immersive" set of all: L-Analog: Turn the bike R-Analog: Up to front brake and Down to throttle RT: Rear brake RB: Look Behind LT: Gear Up LB: Gear Down Always use TUCK-IN at automatic, because in RL it's something very intuitive and the extra button ingame isn't. It's the less worst config and the only issue is that steering in RIDE 4 is too sensible
Exactly. Reversing the steering access would do it. The only way to emulate counter steer inputs. I'd also use the brake pedal for upshifts. The podium paddle module would be a must. Retired rider - 43 years in the ton-up club.
Ideally the steering and FFB would be really small in range. I don't think our wheels can do this convincingly though. But then I guess having the bigger range for counter steer sort of has the steering correct (push inside bar to tip in), and also gives some of that feeling like you are moving to the inside of the corner. You know how you feel like your outside arm goes across the tank
@@layingblacklines I think that all the point is to find a compromise between the bare minimum feeling of riding a virtual bike realistically and all the hardware we already have and just let our imagination fill the gaps lol. Counter steering a bike is not as "direct" as steering a car and is way more subtle. With a real bike, I just don't think about doing the CS because it's pure muscular memory, the same way than, after more than 40 years playing videogames, pushing the analog stick to turn any vehicle is just another instinct. That is why a gamepad is the better choice for me, because my head is already trained to believe that it's real. Using a steering wheel or even a flightstick (that I used in early 90s to play the first bunch of racing sims made available to me) is more of a way to have more precision on my inputs. A TrackIR would be a good immersion tool if the game is compatible with it. If you have a control with inclination sensors (as the Dualshock 4 or the Wiimote... that I have both, but need to set it up the last and to fix the first one), it may be another good option
Great setup, I wish there was some quality gear designed specifically for motorbike sims. I don't even expect proper counter steering honestly,cjust an axis that is less twitchy than a thumbstick. What you have is the best I've seen and I'll probably buy something like this. Cheers!
I’ve been leaving comments on the developers pages for a few years asking if they could add wheel support to bike games as an option. I know that it’s not realistic but they are games. Be great with some sort of ffb. The devs that did ever reply said that using a wheel is not really in keeping with the game. And I always reply with well you don’t ride a bike with a controller either.
I totally didn't plan to raise interest in bike sims at the same time as you, but I also picked up MotoGP 22 2 or 3 months ago. I think I'll end up picking up more bike sims over time as well. hahaha One tip I don't know if you are aware of: in MotoGP, pushing the weight backwards is also important during some braking zones, as you can very easily lift the rear and lose control.
Great video, very cool idea. I used a similar tool to get my old "Thrustmaster Freestyler" Motorcycle bars working on PC. Also got them working on Playstation 5 and Series X with some other tools. I hope to put together a full sit on bike rig in the future. I have everything I need including foot controls, handlebars and a motorcycle seat I just need to make the time to dive into the project. I really like what you did here though.
@@optical10 I used a program called "XOutput" sorry I can't remember where I downloaded it from. To use the bars on consoles I used a Cronus Max device with the bars connected to my PC. Hope this helps.
This is such a good video and will definitely cause me to try the TT game for starters. I only hope that developing this muscle memory doesn't jack up my car racing.
I know I use an old Yamaha Motorcycle controller that was made back in the PS2 days, though my issue is it's quite clear a lot of these games were made for controllers and have deadzones because the motions you'd make on the controller actually take time to happen on screen. That delay spoken about, especially in the Milestone games, is actually accounting for the deadzone on the controller stick not needing to be there in something with a more larger range like a wheel or motorcycle controller. I've never found a good mix, but there's not a larger community using a controller made in the 2000s for modern racing games so I can't find a good resource to solve it than learn the bike with some delay.
these are great controls. i don't do bike sims only cars, but as a rider irl, having the left and right reversed would seem more intuitive to me and having the wheel base more upright, nearly straight up (maybe 70-80 degrees). that way you'd be countersteering to initiate the lean, so push left bar to turn left, and push right bar to turn right. also maybe have the wheel centering force set very high on the dd. some company really should create handlebars and foot controls for bikes and take the first move. it's not exactly a engineering dilemma, some potentiometers/hall effect sensors, loadcell brake, and switches would cover all the rider inputs.
I used my wheel to control bikes in Test Drive Unlimited. I think a flight stick might work better than an XBox type controller as well. I wonder if TrackIR could work for leaning forward and back or leaning side to side too.
I had a blast with my g25 wheel and the motorcycles on TDU, the lap around the islands was my favorite, managed to get that one down to about 42 minutes
Just tried (PS5) TT IOM Rider on the edge 3 game and I have to say the controls (if you set up right) are better than the previous 2 games regarding steering. The weight seems much more better. On the other 2 no matter how you set the steering lean to less sensitive it was like falling off a cliff. This time it seems better. By the way I used the hard mode with no aids only tuck in and out on auto. I have learned to and also got myself using very super quick finger/hand changes on my pad for steering, Acceleration and break. Once you get it it becomes intuitive, responsive and controllable. Remember the PS2 motorbike controllers (SIM to a wheel) by Yamaha I think that came out. Very rare to find but obviously maybe obsolete for a modern system. Shame someone couldn't bring one of these controllers out again 🤔😄
You should definitely almost always use bothe the rear and front brake similataneously. In racing games anyways, because it gives you maximum decceleration, but in normal conditions as well. You certainly don't *need* it in normal situations, but if you are in an emergency situation, and have to act instinctively, you might forget the rear brake, making you lose around 10-15% of your braking power. There are some special uses, where you should only use one or the other, but for general braking, always use both.
The rear brake can help for a tighter turning radius but generally if you are not after the last bit of speed as a pro you never really need it. Also in emergency braking situations its best to just focus on the front brakes because at the limit your rear tires will not be in contact with the road anymore and will lock instantly with the slightest of input.
@@MixedRealitySimRacing normally, an emergency brake should happen on both tires. Atleast that how learnt when doing both of my driving exams. Unless you drive a high performance vehicle with racing rubber, your back wheel should not lift of the ground when doing emergency braking. Especially if you actively shift your weight to the back (which you should do). You can actually test it out if you have abs. Drive around 70 kph and do an emergency brake with both brakes. You can actually feel the rear ABS. On a "normal" street bike, braking with both brakes is always better.
@@brinkipinki true, depends a lot on the bike as well, a chopper will have much more braking available with the back then a Superbike you sit high on and has really good front brakes.
This applies in real life as well. And what he said in the video is false, most riders in real life use front over rear since it is way more effective…just like a car.
06:39 THIS demonstrates the BIG difference between MC games and having the proper control of a real MC bike. In real world entering such corner at speed you typically do a tad whip countersteering. This in order to take advance of the Gyro-effects so bike automatically lean along the longitudal axis. You can try this out in real world by giving yourself this challenge: Try to drive in a circle with as small diameter as possible. With- and without this tiny countersteering. Difference is HUGE. This my MC driving instructor learned all us driving students in the playpen. Until everyone mastering that part. Then AFTERWARDS learned us taking use of our body weight, and feeling of Center of Axis w/o Body and w/o BodyWork. When everybody showed they mastered that part, he finally let os free on public roads, the very first being after just 3k's of my very first public road experience, consisting of 2k's of tiny road with sweeping corners. Our satisfaction experiencing full control I can still feel to this day 32,5 years later. And this has none to do with the excellent description of smooth driving. But I like MC games alot, nevertheless though I'm primarily a simracer of classic sports cars. When MC game developers come up with trustworthy Gyro-effects and Hardware developers come up with entry prize level MC rigs, I'm ALL in!
You always use counter-steering and it does not have that much to do with gyro. Also, you can enable actual direct steering in GP Bikes, so that you'd *have* to counter-steer to enter a bend (and straighten up afterwards).
What I tried was to use a wheel with very small amount of angle and setting it to do the OPPOSITE of what steering wheel usually does (means that when I wanted to turn right i would push with my right hand a wheel to the left and while turning left I would push with my left hand a wheel to the right). This way it "kind of" mimics how you steer a real bike (sv1000 rider :) ) (even pushbike with obviously significantly less force, but still). I thing that if I was to use steering wheel for bike ride in sim I would position wheel in such a way that it would face a celling and attach some kind of handle bars to both side of that wheel with obviously right handlebar would have a twist and brake lever and left clutch lever and thumb rear brake lever. This way you could litteraly push countersteer on handlebars which would be how it is on bike. If only major producers could give as such a device with quick release to DD base and you could position DD base to face a celling I thing that would be really good compromise and could work while still sitting still in racing seat but still have precise control.
One way I feel increases the sense of the weight shift in GPBikes (a sim which supports VR, by the way!) is by hooking my thumbs into the bottom corner grip loops of my Fanatec wheel. That way, I can actually lean in real life and just let the wheel follow my weight transfer! I think it has something to do with how the axis of rotation then is above the imaginary handle bar. The big downside is: This method leaves everything but my thumbs dangling below/outside of the wheel, so I can't reach any controls and therefore have to use all the assists.
I love gp bikes, you should do a stream sometime where you ride with viewers. I have sunk many hours into mx bikes and have started playing gp as well. Great video!
An inverted flight yoke emulates the handle bar pretty well. You can probably even do a wheelie, if you map the elevator to that particular action, I dont know if it's possible on a bike game.
Grew up playing flight simulators with my dad, so when we got a copy of MotoGP the flight stick/throttle HOTAS combo was first choice and worked surprisingly well.
I did this some time ago with gp bikes. And for anyone that thinks it’s weird controlling a bike with a wheel, how many people have you seen riding their real bike with a joypad?
Just an FYI: you can use old PS2 motorcycle handlebar controllers like the Game Elements Yamaha MS-1 or the Thrustmaster Freestyler Bike on modern consoles and PC’s using a Brook Gaming Super Converter. As long as the motorcycle sim game allows changing button assignments (nearly all do) it’ll work. I have a few videos of the setup on my YT channel. And yes, you can set the handlebars to counter steer, but it feels “odd” because there’s no gyroscopic effect like you get from a real motorcycle’s front wheel.
My friend I might be missing something but I don't see any of the Brook Gaming Super Converters that will get me to use my USB Thrustmaster Freestyler on my modern PC, can you point me in the right direction as to which one you mean?
GP Bikes is the only sim that gets time on my PC. Having native compatibility with Fanatec wheel is one of the main reasons (along with the excellent first person). If a one-man-band can achieve this then why can't Milestone...oh yeah they cater to the unskilled, impatient arcade racer types and bog everything down with the annoying clunky license thrashing cut scenes etc.
Finally got it working after all of these years, thanks for the video, however I get no ffb at all and everything is turned up. I have only tested in Ride4 but it feels strange not having any.
Great video. I wonder if we will ever see a true bike controller with force feedback. All the games focus on a leaning control mechanic but of course when you ride a real motorcycle you don't control anything by leaning - it's all done with the handlebars. It would be great to have a controller than provided force feedback for the push/counter steering forces you feel when you ride a real motorcycle. The handle bars of a motorcycle don't really move much at all when you are riding at speed and I've never seen any attempt to simulate this.
You can enable direct steering in GP Bikes if you edit a certain .ini file. It's much more challenging to ride like that though. On my channel all of my GP Bikes stuff was recorded while direct steering.
You should do a review of some of the classic bike sims, like GP500 and the old EA Sports Superbikes games from the late 90s and early 00s! They can be a bit of a pain to get running, but are beloved by those who have played them.
It would be cool to make the wheel deck where you could take out two bolts and pivot it upwards and have a quick swap seat to make it a bike sim in a few minutes.
is there anyway to get the force feedback to work? everything else seems to work except that i cant get any force feedback. I tried enabling it but no effect
I wonder if there are some bike sims focused on vintage content, i know very little about older race bikes but i think they are as thrilling as classic racing cars!
Ride 4 has a few classic bikes, but not much. The GP Bikes sim has a few pack and some historic courses, but that is only online if you want to race others
It's not a sim, but have you played around with The Crew 2 bikes? Whoever made the animations for them must be a true biker, the little details are really impressive, sadly lost in the depths of an arcade racer.
I just figure out that emulator and struggling to setup my Fanatec wheel to use in IOM3.. I desperately want to play the game but my brain doesn't gel with a game pad. Do you think you could do a small tutorial on how to properly set this up like you have done?
Hi Jake, did you use this x360ce for ride on the edge 2?. I have managed to setup my DD1 and pedals without x360ce in IOM2 but the game keeps sort of randomly disconnecting and I have no steering! A change of rider view instantly brings steering back, very od. I will have to have a go of this x360ce tonight as I have persevered with this sim for years with a controller and just not got into it. With a wheel however, in the little time it has worked, I can feel this being the closest to riding so far.
I think Ride on the Edge 2 actually allowed mapping other joysticks, but x360ce would definitely work for it as well. I'm not sure which would be superior
Sorted it, whilst trying to sort this app out, selecting controller not wheel in game and its now working fine. Turned out the app was not setup properly, so the SIM prefers controller not wheel when setting up my DD1, cheers Jake. The experience is so much better with a wheel. You can tip it in smooth on the brakes, then pick it up on the power, just like you would do. For the first time since getting GP500 all those years back using a flight stick. It feels closer to riding than ever. Just needs some FFB, which is not going to be easy as the force is opposite to the direction of turn in. You actually push the opposite way to get the bike tipped in, once layed down to the desired line the bars go nutral. It's all about over coming gyro and using your body to man handle the bike from one direction to the next. But this is close enough for sitting at home, very satisfying getting hard on the brakes with the back squirming, timing your line to the apex then blasting out the corner getting the front all light n loose. Guess I'm going to have to try this GP Bikes.
I'm afraid to admit that I had never heard of GP Bikes prior to watching this video. It looks like a comprehensive sim, probably the two wheel equivalent of Assetto Corsa. I'd love to see mods of classic tracks of yeateryear like classic Assen, or the Sachsenring or Brno, or any other old school track that held a round of the Motorbike World Championship before it evolved into MotoGP.
I wish we had a vr motorcycle racing game where you use the hand controllers to grab the handlebars and controls. You'd just need buttons for shifting gears and rear brake
@@F1Mike000 sure, but irl I lean my bike with my legs and shift my body weight around. Countersteering is not something I do consciously (maybe I should?). The handle bar is just not the only steering input you have on a bike. I'm not saying it wouldn't work. I'm saying it would be extremely unituitive (atleast for me).
@@brinkipinki there is a classic video you should look up, twist of the wrist 2, where they debunk the idea that you can steer with your body. If you are ever on the road and need to quickly steer out of trouble it's important to know how the bike really works. You need to press the bars. In the video they have a guy putting all his weight on one peg and the bike hardly changes course. Not trying to give a condescending lecture to you, stay safe friend
@@brinkipinki Think of the bike as of a stick you are trying to balance on the palm of your hand vertically. To shift it to a side you need it to start *falling* to that side first, for which you quickly move your palm in the *opposite* direction. Once the desired position is reached, you quickly "outrun" the falling upper stick end with the palm and make it straighten up - that's basically bike control in a nutshell. It's EXTREMELY inefficient to try and make the bike start falling to a side with your body movement (unless you are going very slow), and that's why you are using counter-steering instead (to make the front wheel go from under you and to a side). Why try to make it fall to the side in the first place? Because to try and balance out the fall you'll need to STEER in the direction of the fall. And that's how you turn a single track vehicle.
Why is it so easy for youtubers to set up things, but it is a different story when I try it? I have a Fanatec DD like yours, and I cannot get that emulation software to work. It shows the wheel, but nothing can be mapped.
Wouldn't left paddle be better for upshift? Then you never have to use two paddles on the same side of the wheel. Throttle and right paddle seems awkward.
There's a guy on RUclips that used a Fanatec universal adapter and mounted handlebars to it. You could probably map everything from the throttle, clutch and brake with some potentiometers and an Arduino and get away quite cheaply. Not sure how well linking works here in the comments but here's a mixed reality POV video of his setup! ruclips.net/video/Uwb2Gssg9Qo/видео.html
Do it on a simucube. Although you should probably dial 999 in advance and warn the local hospital that someone with their wrists hanging off the tendons will be in soon 🤣
Using the wheel is quite intuitive, the only down side is not being able to map an intuitive way of leaning, since you have rider lean to turn the bike, plus rider lean to position the bike.
No, rider lean and bike lean are separate, not to mention you can even enable direct steering in the .ini As for the rider lean, you can map that to the headtracker/VR unit translational movement.
@@flammenjc Why do you make it look like you are disagreeing with me when you are saying almost the same exact thing? Also, I use direct steering (not to be confused with "direct lean"), so my bike lean axis is actually the steering axis instead.
Man you've taken over my life but thanks for this video. I'm having a nightmare with X360CE using the dd pro with that steering wheel and they podium advanced module as I've got five instances of Fanatec wheel in the instances id! Is there any way that you can share your preset in the copy preset Option copy and paste? If not is there any way that you can show me your screen grabs of the emulator Set up for ride 4? In the meantime I've just bought GP bikes as there is a promotion for the next 46 hours on steam if anybody's interested with a 15% discount not that it is expensive at 19 quid
Nice! I have Thrustmaster. The f1 rim would work because their 2nd paddles are analog, not used for a second clutch. I’ve ride most my life until being disabled a few years back. Sport bikes to monster Ducati’s and BMW’s. Always disliked the Xbox controller or seeing guys riding the “roof” view.
It's actually crazy to me that bike sim thing is only $1200 when a Fanatec wheel with a rim alone will cost just as much. That's actually a decent value.
@@GPLaps That's actually kind of annoying that the bundle is cheaper than the base and rim alone. I kind of want to upgrade the wheel but the pedals are worse than what I have.
I can't feel normal using a wheel with a bike. I use a joystick for better fine control. Still gives great control without the immersion destroying car wheel with a bike.
0:33 well, id argue they are not. IRL, if you turn, you sort of commit to one side, and you only alter your line to the other, but you do not really shift your weight. This should be reflected in the analog stick calibration, or better yet, that commitment to a turn, should be a mode via the top shoulder buttons or something like that. Its beyond me why no bike game does this
the 1st person camera on the TT games is so immersive and to me the most natural looking as it transfers between the different rider positions
Nice to see so many of us went the same route. I use my Fanatec wheel for lean, with the clutch paddles in handbrake/clutch mode for front brake and clutch, throttle on my V3's for throttle, brake for rear brake - in VR.
I'm so glad you threw your leg over a motorcycle sim finally. As someone who raced motorcycles in Southern California, I've wanted to try this myself but I was so disappointed in trying to use a wheel - so I gave up. Now you got me interested again. Thanks for all the instructions and demonstration.
GP Bikes has a realistic steering mode somewhere hidden in the ini files. It's a bit janky and super hard but its the only way in any bike game to get close to how steering a bike actually works. I did some videos using it and back then it worked like this below, just not sure if its still working like that because I havent checked newer versions.
How to use realistic steering inputs:
1. open "C:\Users\"username"\Documents\PiBoSo\GP Bikes\profiles\"profilename"\profile.ini
2. add
[hardcore]
directsteer=2
directsteer_maxangle=50
3. setup your wheel rotation to 90 degrees maximum in your driver profile
(you might need to play around with those last 2 values to finde your sweet spot)
Interesting. So is it like pushing against the forcefeedback in order to simulate pressure on the handlebars? Does is then also move the wheel to the correct steering angle as you lean over?
@@sntslilhlpr6601 you have quite authentic FFB and you need to counter steer to get the bike leaning into a corner or to straighten it up or change direction. Having a lowsider or highsider feels scarily realistic as well. Depending on the lean close to loosing grip you can also feel it getting light and wanting to fall into the corner. The downside is that it's a bit janky and rough, not really smooth which can lead to jolts and oscillations unsettling the bike and wanting to rip the handlebar out of your hand. Also the steering needs to be less sensitive than in reality, I think I had it so you had to steer roughly 3-4 times as much to avoid problems but it was still super interesting but also very, very hard. You can search my channel for GP Bikes videos, I also did one in VR/Mixed Reality.
I see I'm a little late here, thanks for mentioning direct steering, Marcel :) Here's a few additions...
If you want a manageable directsteer=2 mode, it's best to limit yourself with GPBikes version 19 only. Starting with 19b the force-feedback code (among other things) got rewritten, so DS2 mode became mostly useless. With newer versions I'd recommend switching to directsteer=1. It's not nearly as immersive as DS2, but at least it's much more precise and you *still* get to use direct steering (more or less, because you command the handlebars torque with your FFB wheel).
Pretty much all of my GPB content is recorded in the DS2 mode (apart from the most recent additions - those are DS1), so anyone who is interested in checking how GPB fares using a Logitech G27 with direct steering is welcome to come and see for themselves (and ask for details). Sadly, you'll see a lot of crashing, but just like Marcel above said direct steering is really a handful (still worth it though).
@@getsideways7257 hi, what was the difference again between DS1 and DS2?
@@MixedRealitySimRacing Hello, Marcel! DS1 is the mode where the controller angle is translated into the virtual handlebars torque, whereas DS2 tries to align the virtual bars to the controller's angle. Of course the latter is done with a LOT of imprecision, since the actual steering angle change on a real bike is almost imperceivable at all (maybe 6° in total beyond 20 kph). But since the FFB acts *against* your input, it feels much more natural than DS1, in which you tend to turn the wheel quite a lot - even from a side to a side in a quick succession. Still, it's too easy to drop the bike in DS2 at large lean angles because in those cases the sensitivity is paramount and it's too easy to overshoot the desired angle. With DS1 you tell the rider how strong he should be pushing on the bar, so it's much easier to keep within the range... but it feels weird. Especially when you have to flick the bike from one side to another.
I think either my most recent GPB video or two of them is done in DS1. You can see there that I'm much more precise in those cases, but getting underway is quite a challenge in DS1 :) Also, with the lack of FFB in the recent GP Bikes versions DS1 is basically the only way to go, because DS2 *highly* depends on the FFB.
Made me so happy to see the first bike sim on screen was GPBikes 😁
I'm like, O.K, this guy has good, no, exceptional taste in sims. lol
You got me. Subbed. This topic in particular, is one very close to my heart.
Love the Podium module and wheel/pedal suggestions here, you may have convinced me to add a whole new category of sims to the rig!
Was just about to ask this on your Isle of Man vid and see that you just posted this at literally the same time I was watching the vid, so thanks.
02:43 That was a standard feature of my very first FFB Wheel - the fabulous 1st gen Thrustmaster Guillemotte Ferrari FFB Wheel with two sets of paddles, the one being vith variable inputs. Of which I used heavily when the pedals broke. However never used it for my MC games back then.
If just I knew Jake's excellent tips would've delivered me prime MC racing times.
Thanks again to this channel ❤
Btw: Watched Jake's MC skills yesterday night, attacking the IoM Snaefall Mountain Course in the new IoM TT3. As a part time MC driver myself I find Jake's skills here astonishing! Keep it up!🤘
Thanks for sharing your knowledge here. I ride real track days on occasion and I always say no matter how realistic moto games get I actually think it is easier to ride a real motorcycle on a real track than it is to control a bike with an analog stick in a video game.
Honestly 1200 USD for a fully functioned bike rig is a steal. An entry-level DD rig will run you about 2000 USD most of the times, and that number can easily grow if you just want " a bit nicer" of everything, like my rig did...
I was thinking the same, even sth like a Moza 8 NM motor, with a GS steering, & CRP pedals, are in that range, not to mention atleast $100 each for a gear lever & handbrake
Back with the old GP500 (1999) and EA SBK games (2000/2001)... I used to use my flight stick for lean/steer, and my pedals for gas/brake. I haven't tried it with more modern bike games to be honest, just now play on xbox controller. I should try that again. Makes me wish I had analog paddles on my wheel to try it your way.
Also how I started and I still do it this way :P
Lol I played motocross madness with a flight controller
@5:00 or so...
Hmm, how about using the brake pedal for upshifts? To me it would seem more intuitive to keep both shift actions on the same foot, rather than having it somewhere else.
Hard to believe someone hasn't come up with a rig for bikes . Ive been playing mx bikes for 14 years and its amazing but having handled bars throttle clutch and a way to pull back would be a dream
Using the APM module for T/B was absolutely brilliant.
As I ride in RL, just found that inverting the steering (as if countering it) is way more intuitive than think of it as a lean controller. If you have a TrackIR, can use it to control leaning and the wheel to emulate the steering (counter, as I said) if the game allows it. Personally I found all controllers just anti-immersive and the game GP Bikes the worst, as it try to be a simulator, and that do not work, IMHO, without a more advanced bike dedicated rig. So, I usually play these casual-realistic games, such as RIDE 4. For that I use a XBOX controller and find that this is the most "immersive" set of all:
L-Analog: Turn the bike
R-Analog: Up to front brake and Down to throttle
RT: Rear brake
RB: Look Behind
LT: Gear Up
LB: Gear Down
Always use TUCK-IN at automatic, because in RL it's something very intuitive and the extra button ingame isn't. It's the less worst config and the only issue is that steering in RIDE 4 is too sensible
Exactly. Reversing the steering access would do it. The only way to emulate counter steer inputs. I'd also use the brake pedal for upshifts. The podium paddle module would be a must. Retired rider - 43 years in the ton-up club.
Thanks for the tip - I might just have to try reversing inverting the steering.
@@simonolsen9995 I might try the brake pedal for up-shifts, I'm currently just using the paddles on the wheel.
Ideally the steering and FFB would be really small in range. I don't think our wheels can do this convincingly though. But then I guess having the bigger range for counter steer sort of has the steering correct (push inside bar to tip in), and also gives some of that feeling like you are moving to the inside of the corner. You know how you feel like your outside arm goes across the tank
@@layingblacklines I think that all the point is to find a compromise between the bare minimum feeling of riding a virtual bike realistically and all the hardware we already have and just let our imagination fill the gaps lol. Counter steering a bike is not as "direct" as steering a car and is way more subtle. With a real bike, I just don't think about doing the CS because it's pure muscular memory, the same way than, after more than 40 years playing videogames, pushing the analog stick to turn any vehicle is just another instinct. That is why a gamepad is the better choice for me, because my head is already trained to believe that it's real. Using a steering wheel or even a flightstick (that I used in early 90s to play the first bunch of racing sims made available to me) is more of a way to have more precision on my inputs. A TrackIR would be a good immersion tool if the game is compatible with it. If you have a control with inclination sensors (as the Dualshock 4 or the Wiimote... that I have both, but need to set it up the last and to fix the first one), it may be another good option
Great setup, I wish there was some quality gear designed specifically for motorbike sims. I don't even expect proper counter steering honestly,cjust an axis that is less twitchy than a thumbstick.
What you have is the best I've seen and I'll probably buy something like this. Cheers!
I’ve been leaving comments on the developers pages for a few years asking if they could add wheel support to bike games as an option. I know that it’s not realistic but they are games. Be great with some sort of ffb. The devs that did ever reply said that using a wheel is not really in keeping with the game. And I always reply with well you don’t ride a bike with a controller either.
Great stuff Jake, bring me more motorcycling.
I totally didn't plan to raise interest in bike sims at the same time as you, but I also picked up MotoGP 22 2 or 3 months ago. I think I'll end up picking up more bike sims over time as well. hahaha
One tip I don't know if you are aware of: in MotoGP, pushing the weight backwards is also important during some braking zones, as you can very easily lift the rear and lose control.
Great video, very cool idea. I used a similar tool to get my old "Thrustmaster Freestyler" Motorcycle bars working on PC. Also got them working on Playstation 5 and Series X with some other tools. I hope to put together a full sit on bike rig in the future. I have everything I need including foot controls, handlebars and a motorcycle seat I just need to make the time to dive into the project. I really like what you did here though.
My friend what was the similar tool 'cause I can't get my "Thrustmaster Freestyler" working on PC X360ce?
@@optical10 I used a program called "XOutput" sorry I can't remember where I downloaded it from. To use the bars on consoles I used a Cronus Max device with the bars connected to my PC. Hope this helps.
@@elbowsout6301 👍 Cheers man ur a life saver , God bless u
@@optical10 no problem happy to help out. :)
Someone tag Jimmy Broadbent in this!
Jimmy follows Jake so I'm sure he'll see, and if he doesn't the chat will probably remind him next stream
Jimmy is a fellow GPlaps enjoyer. Surly he will see this lol
I literally came here to say the same thing. I watched his TT video today lol
This is such a good video and will definitely cause me to try the TT game for starters. I only hope that developing this muscle memory doesn't jack up my car racing.
I use my flight sim joystick for steering (it feels more natural with the leaning) and my racing pedals for gas and brake on the bike sims.
I know I use an old Yamaha Motorcycle controller that was made back in the PS2 days, though my issue is it's quite clear a lot of these games were made for controllers and have deadzones because the motions you'd make on the controller actually take time to happen on screen. That delay spoken about, especially in the Milestone games, is actually accounting for the deadzone on the controller stick not needing to be there in something with a more larger range like a wheel or motorcycle controller. I've never found a good mix, but there's not a larger community using a controller made in the 2000s for modern racing games so I can't find a good resource to solve it than learn the bike with some delay.
Excellent. Have to try this, even if it will probably break my brain.
these are great controls. i don't do bike sims only cars, but as a rider irl, having the left and right reversed would seem more intuitive to me and having the wheel base more upright, nearly straight up (maybe 70-80 degrees). that way you'd be countersteering to initiate the lean, so push left bar to turn left, and push right bar to turn right. also maybe have the wheel centering force set very high on the dd.
some company really should create handlebars and foot controls for bikes and take the first move. it's not exactly a engineering dilemma, some potentiometers/hall effect sensors, loadcell brake, and switches would cover all the rider inputs.
I used my wheel to control bikes in Test Drive Unlimited. I think a flight stick might work better than an XBox type controller as well. I wonder if TrackIR could work for leaning forward and back or leaning side to side too.
I had a blast with my g25 wheel and the motorcycles on TDU, the lap around the islands was my favorite, managed to get that one down to about 42 minutes
The dualsense works pretty good with ride 4, there should be a handlebar shaped wheel for fanatec that would be game changing for these bike sims
it would be dope, also put the brake, clutch and accelerator as on a real bike
This is awesome! I was actually wondering about this.
Just tried (PS5) TT IOM Rider on the edge 3 game and I have to say the controls (if you set up right) are better than the previous 2 games regarding steering. The weight seems much more better. On the other 2 no matter how you set the steering lean to less sensitive it was like falling off a cliff. This time it seems better. By the way I used the hard mode with no aids only tuck in and out on auto. I have learned to and also got myself using very super quick finger/hand changes on my pad for steering, Acceleration and break. Once you get it it becomes intuitive, responsive and controllable. Remember the PS2 motorbike controllers (SIM to a wheel) by Yamaha I think that came out. Very rare to find but obviously maybe obsolete for a modern system. Shame someone couldn't bring one of these controllers out again 🤔😄
You should definitely almost always use bothe the rear and front brake similataneously. In racing games anyways, because it gives you maximum decceleration, but in normal conditions as well. You certainly don't *need* it in normal situations, but if you are in an emergency situation, and have to act instinctively, you might forget the rear brake, making you lose around 10-15% of your braking power.
There are some special uses, where you should only use one or the other, but for general braking, always use both.
The rear brake can help for a tighter turning radius but generally if you are not after the last bit of speed as a pro you never really need it. Also in emergency braking situations its best to just focus on the front brakes because at the limit your rear tires will not be in contact with the road anymore and will lock instantly with the slightest of input.
@@MixedRealitySimRacing normally, an emergency brake should happen on both tires. Atleast that how learnt when doing both of my driving exams. Unless you drive a high performance vehicle with racing rubber, your back wheel should not lift of the ground when doing emergency braking. Especially if you actively shift your weight to the back (which you should do). You can actually test it out if you have abs. Drive around 70 kph and do an emergency brake with both brakes. You can actually feel the rear ABS. On a "normal" street bike, braking with both brakes is always better.
@@brinkipinki true, depends a lot on the bike as well, a chopper will have much more braking available with the back then a Superbike you sit high on and has really good front brakes.
This applies in real life as well. And what he said in the video is false, most riders in real life use front over rear since it is way more effective…just like a car.
pretty sure i’ve heard its always faster to just do a 1mm stoppie than manage both front and rear weight
I remember MotoGP riders saying that they use the rear brake around 80% of the lap to help settle the rear, even on acceleration
06:39 THIS demonstrates the BIG difference between MC games and having the proper control of a real MC bike.
In real world entering such corner at speed you typically do a tad whip countersteering. This in order to take advance of the Gyro-effects so bike automatically lean along the longitudal axis.
You can try this out in real world by giving yourself this challenge: Try to drive in a circle with as small diameter as possible.
With- and without this tiny countersteering. Difference is HUGE.
This my MC driving instructor learned all us driving students in the playpen. Until everyone mastering that part.
Then AFTERWARDS learned us taking use of our body weight, and feeling of Center of Axis w/o Body and w/o BodyWork.
When everybody showed they mastered that part, he finally let os free on public roads, the very first being after just 3k's of my very first public road experience, consisting of 2k's of tiny road with sweeping corners. Our satisfaction experiencing full control I can still feel to this day 32,5 years later.
And this has none to do with the excellent description of smooth driving. But I like MC games alot, nevertheless though I'm primarily a simracer of classic sports cars.
When MC game developers come up with trustworthy Gyro-effects and Hardware developers come up with entry prize level MC rigs, I'm ALL in!
You always use counter-steering and it does not have that much to do with gyro. Also, you can enable actual direct steering in GP Bikes, so that you'd *have* to counter-steer to enter a bend (and straighten up afterwards).
Looking forward to trying this out. I ride in real life but I’ve never been able to gel with riding sims and a normal controller.
What I tried was to use a wheel with very small amount of angle and setting it to do the OPPOSITE of what steering wheel usually does (means that when I wanted to turn right i would push with my right hand a wheel to the left and while turning left I would push with my left hand a wheel to the right).
This way it "kind of" mimics how you steer a real bike (sv1000 rider :) ) (even pushbike with obviously significantly less force, but still).
I thing that if I was to use steering wheel for bike ride in sim I would position wheel in such a way that it would face a celling and attach some kind of handle bars to both side of that wheel with obviously right handlebar would have a twist and brake lever and left clutch lever and thumb rear brake lever.
This way you could litteraly push countersteer on handlebars which would be how it is on bike.
If only major producers could give as such a device with quick release to DD base and you could position DD base to face a celling I thing that would be really good compromise and could work while still sitting still in racing seat but still have precise control.
If you have GP Bikes, you can enable direct steering there - no need for inverting the controls.
One way I feel increases the sense of the weight shift in GPBikes (a sim which supports VR, by the way!) is by hooking my thumbs into the bottom corner grip loops of my Fanatec wheel. That way, I can actually lean in real life and just let the wheel follow my weight transfer! I think it has something to do with how the axis of rotation then is above the imaginary handle bar. The big downside is: This method leaves everything but my thumbs dangling below/outside of the wheel, so I can't reach any controls and therefore have to use all the assists.
I love gp bikes, you should do a stream sometime where you ride with viewers. I have sunk many hours into mx bikes and have started playing gp as well. Great video!
An inverted flight yoke emulates the handle bar pretty well. You can probably even do a wheelie, if you map the elevator to that particular action, I dont know if it's possible on a bike game.
Grew up playing flight simulators with my dad, so when we got a copy of MotoGP the flight stick/throttle HOTAS combo was first choice and worked surprisingly well.
Inverted?
I did this some time ago with gp bikes. And for anyone that thinks it’s weird controlling a bike with a wheel, how many people have you seen riding their real bike with a joypad?
Just an FYI: you can use old PS2 motorcycle handlebar controllers like the Game Elements Yamaha MS-1 or the Thrustmaster Freestyler Bike on modern consoles and PC’s using a Brook Gaming Super Converter. As long as the motorcycle sim game allows changing button assignments (nearly all do) it’ll work. I have a few videos of the setup on my YT channel. And yes, you can set the handlebars to counter steer, but it feels “odd” because there’s no gyroscopic effect like you get from a real motorcycle’s front wheel.
My friend I might be missing something but I don't see any of the Brook Gaming Super Converters that will get me to use my USB Thrustmaster Freestyler on my modern PC, can you point me in the right direction as to which one you mean?
GP Bikes is the only sim that gets time on my PC.
Having native compatibility with Fanatec wheel is one of
the main reasons (along with the excellent first person).
If a one-man-band can achieve this then why can't Milestone...oh yeah they
cater to the unskilled, impatient arcade racer types and bog everything
down with the annoying clunky license thrashing cut scenes etc.
Finally got it working after all of these years, thanks for the video, however I get no ffb at all and everything is turned up. I have only tested in Ride4 but it feels strange not having any.
Great video. I wonder if we will ever see a true bike controller with force feedback. All the games focus on a leaning control mechanic but of course when you ride a real motorcycle you don't control anything by leaning - it's all done with the handlebars. It would be great to have a controller than provided force feedback for the push/counter steering forces you feel when you ride a real motorcycle. The handle bars of a motorcycle don't really move much at all when you are riding at speed and I've never seen any attempt to simulate this.
You can enable direct steering in GP Bikes if you edit a certain .ini file. It's much more challenging to ride like that though. On my channel all of my GP Bikes stuff was recorded while direct steering.
I thing I learned (the hard way) from sim bike racing, when you get heavy understeer, you'll fall off.
Try turning the lean angle down more. You should be around 15 degrees each way for a total of 30 degrees on the wheel.
or use a controller with gyro support for steering, like a steam controller or sony dualsence.
You should do a review of some of the classic bike sims, like GP500 and the old EA Sports Superbikes games from the late 90s and early 00s! They can be a bit of a pain to get running, but are beloved by those who have played them.
I have some ideas !
How about a "motorcycle handle bar style" wheel with QR that we could use on our wheel base?
why not use the break pedal for the up shift.
ive messed around with my wheel and MXbikes. not great but still fun!
It would be cool to make the wheel deck where you could take out two bolts and pivot it upwards and have a quick swap seat to make it a bike sim in a few minutes.
Yeah, I'll stick with the gamepad for this. Just feels too weird using a wheel for these. Going to keep that to cars.
is there anyway to get the force feedback to work? everything else seems to work except that i cant get any force feedback. I tried enabling it but no effect
Sounds like an idea for a new sim product.. A handlebar with a grip throttle and lever brake attachment to a wheel base....
Thanks for showing this
There is a Thrustmaster wheel with analog paddels, the Ferrari SF1000 addon, but it's $350 and is the only option for the TS ecosystem
Full Super Hang on sim, i would love something like that, maybe with VR.... I can but dream.
Nice,very clever. Will try my McLaren wheel
I wonder if there are some bike sims focused on vintage content, i know very little about older race bikes but i think they are as thrilling as classic racing cars!
If I remember well GP500 have some good mods about old motos
Ride 4 has a few classic bikes, but not much. The GP Bikes sim has a few pack and some historic courses, but that is only online if you want to race others
Very interresting setup👍
It's not a sim, but have you played around with The Crew 2 bikes? Whoever made the animations for them must be a true biker, the little details are really impressive, sadly lost in the depths of an arcade racer.
Noticed the classic bikes have forks much further forward from the steering stem compared to the modern machines.
I just figure out that emulator and struggling to setup my Fanatec wheel to use in IOM3.. I desperately want to play the game but my brain doesn't gel with a game pad. Do you think you could do a small tutorial on how to properly set this up like you have done?
Hi Jake, did you use this x360ce for ride on the edge 2?. I have managed to setup my DD1 and pedals without x360ce in IOM2 but the game keeps sort of randomly disconnecting and I have no steering! A change of rider view instantly brings steering back, very od. I will have to have a go of this x360ce tonight as I have persevered with this sim for years with a controller and just not got into it. With a wheel however, in the little time it has worked, I can feel this being the closest to riding so far.
I think Ride on the Edge 2 actually allowed mapping other joysticks, but x360ce would definitely work for it as well. I'm not sure which would be superior
Sorted it, whilst trying to sort this app out, selecting controller not wheel in game and its now working fine. Turned out the app was not setup properly, so the SIM prefers controller not wheel when setting up my DD1, cheers Jake.
The experience is so much better with a wheel. You can tip it in smooth on the brakes, then pick it up on the power, just like you would do. For the first time since getting GP500 all those years back using a flight stick. It feels closer to riding than ever. Just needs some FFB, which is not going to be easy as the force is opposite to the direction of turn in. You actually push the opposite way to get the bike tipped in, once layed down to the desired line the bars go nutral. It's all about over coming gyro and using your body to man handle the bike from one direction to the next. But this is close enough for sitting at home, very satisfying getting hard on the brakes with the back squirming, timing your line to the apex then blasting out the corner getting the front all light n loose. Guess I'm going to have to try this GP Bikes.
Cool video. I had been wondering how you were doing this.
I'm afraid to admit that I had never heard of GP Bikes prior to watching this video. It looks like a comprehensive sim, probably the two wheel equivalent of Assetto Corsa. I'd love to see mods of classic tracks of yeateryear like classic Assen, or the Sachsenring or Brno, or any other old school track that held a round of the Motorbike World Championship before it evolved into MotoGP.
Piboso is a master at sim bikes and go carts
I wish we had a vr motorcycle racing game where you use the hand controllers to grab the handlebars and controls. You'd just need buttons for shifting gears and rear brake
Considering how you generally steer a motorcycle with your whole body, I don't think that would actually work.
@@brinkipinki you just push the bars to countersteer the bike, leaning is extra, and you can still lean in your chair anyway
@@F1Mike000 sure, but irl I lean my bike with my legs and shift my body weight around. Countersteering is not something I do consciously (maybe I should?). The handle bar is just not the only steering input you have on a bike.
I'm not saying it wouldn't work. I'm saying it would be extremely unituitive (atleast for me).
@@brinkipinki there is a classic video you should look up, twist of the wrist 2, where they debunk the idea that you can steer with your body. If you are ever on the road and need to quickly steer out of trouble it's important to know how the bike really works. You need to press the bars. In the video they have a guy putting all his weight on one peg and the bike hardly changes course. Not trying to give a condescending lecture to you, stay safe friend
@@brinkipinki Think of the bike as of a stick you are trying to balance on the palm of your hand vertically. To shift it to a side you need it to start *falling* to that side first, for which you quickly move your palm in the *opposite* direction. Once the desired position is reached, you quickly "outrun" the falling upper stick end with the palm and make it straighten up - that's basically bike control in a nutshell. It's EXTREMELY inefficient to try and make the bike start falling to a side with your body movement (unless you are going very slow), and that's why you are using counter-steering instead (to make the front wheel go from under you and to a side). Why try to make it fall to the side in the first place? Because to try and balance out the fall you'll need to STEER in the direction of the fall. And that's how you turn a single track vehicle.
using steam and a PS4 controller i used the gyro steering.
Well here's the answer to my question on the previous video!
More bike videos, please 😇
Did you tried RIMs with this setup? Most of the complaints for RIMs is that ride lean is very slow. I wonder how this will be with the wheel.
Why is it so easy for youtubers to set up things, but it is a different story when I try it? I have a Fanatec DD like yours, and I cannot get that emulation software to work. It shows the wheel, but nothing can be mapped.
Wouldn't left paddle be better for upshift? Then you never have to use two paddles on the same side of the wheel. Throttle and right paddle seems awkward.
There's a guy on RUclips that used a Fanatec universal adapter and mounted handlebars to it. You could probably map everything from the throttle, clutch and brake with some potentiometers and an Arduino and get away quite cheaply. Not sure how well linking works here in the comments but here's a mixed reality POV video of his setup! ruclips.net/video/Uwb2Gssg9Qo/видео.html
Have you tried liveforspeed motorcycle mods? it plays like gpbikes.
Great stuff.
I want to see a tank slapper with the dd wheel set on 1000.
Do it on a simucube. Although you should probably dial 999 in advance and warn the local hospital that someone with their wrists hanging off the tendons will be in soon 🤣
@@AidanMillward I would wear two condoms, engage my safety squints, and have my mother on speed dial!
This is in response to watching Jimmy cartwheel his way around the Isle of Man, isn't it?
Using the wheel is quite intuitive, the only down side is not being able to map an intuitive way of leaning, since you have rider lean to turn the bike, plus rider lean to position the bike.
If only there was a way to pull the wheel towards you like the Merc F1 car, think that could be a nice way to do it
Now I'm wondering if i should get the flight yoke out....
No, rider lean and bike lean are separate, not to mention you can even enable direct steering in the .ini
As for the rider lean, you can map that to the headtracker/VR unit translational movement.
@@getsideways7257 Rider lean and bike lean *are* separate. You just didn't enable it in the options. :P
@@flammenjc Why do you make it look like you are disagreeing with me when you are saying almost the same exact thing?
Also, I use direct steering (not to be confused with "direct lean"), so my bike lean axis is actually the steering axis instead.
Man you've taken over my life but thanks for this video. I'm having a nightmare with X360CE using the dd pro with that steering wheel and they podium advanced module as I've got five instances of Fanatec wheel in the instances id! Is there any way that you can share your preset in the copy preset Option copy and paste?
If not is there any way that you can show me your screen grabs of the emulator Set up for ride 4?
In the meantime I've just bought GP bikes as there is a promotion for the next 46 hours on steam if anybody's interested with a 15% discount not that it is expensive at 19 quid
Super Cool but the wheel needed for this is extremely expensive..only have a g923
Nice! I have Thrustmaster. The f1 rim would work because their 2nd paddles are analog, not used for a second clutch. I’ve ride most my life until being disabled a few years back. Sport bikes to monster Ducati’s and BMW’s. Always disliked the Xbox controller or seeing guys riding the “roof” view.
It's actually crazy to me that bike sim thing is only $1200 when a Fanatec wheel with a rim alone will cost just as much. That's actually a decent value.
I'm pretty sure that was a Kickstarter scam and never released.
Fanatec is also selling a full DD bundle for $300 right now. Nevermind the space that would be needed for that thing!
@@GPLaps That's actually kind of annoying that the bundle is cheaper than the base and rim alone. I kind of want to upgrade the wheel but the pedals are worse than what I have.
this is cool, pity there's no bike sim with VR support at this time.
GP Bikes supports VR
@@GPLaps Furthermore, one can control rider lean via the VR set's translational movement.
I can't feel normal using a wheel with a bike. I use a joystick for better fine control. Still gives great control without the immersion destroying car wheel with a bike.
0:33 well, id argue they are not. IRL, if you turn, you sort of commit to one side, and you only alter your line to the other, but you do not really shift your weight. This should be reflected in the analog stick calibration, or better yet, that commitment to a turn, should be a mode via the top shoulder buttons or something like that. Its beyond me why no bike game does this
You become a rider.
Top top upload.
What's your favorite bike sim?
:57 what is that?
Anyone try a simagic wheel?
GPbikes feels amazing compared to anything else, everything else feels like a arcade game since playing gpbikes
Fanatec and others should sell handlebar attachments for their wheel hubs, I can't believe no one is doing this.
Wouldn't really matter, leaning is what turns the bikes at speed, not turning
Thank you. I think you should lose the music though!😉
Great video but background music is way too loud.
I would suggest try other actual mods
Looking at Jimner’s latest video he needs to give this a go….
Promo>SM 👍
This hurt my brain just watching.
In my opinion bike racing games are more harder than car racing games, idk why
Because you have 2 wheels less
It's much more difficult to simulate a bike than a car. Same goes for helicopters as opposed to planes.
Anyone having trouble with the emulator, here is a how too ruclips.net/video/N-sVzoZn3GQ/видео.html