Devblog 1 - Bike Physics

TT Isle Of Man: Ride on the Edge 3

An iconic course for motorbike fans. 200km of open roads to practise on. Challenging physics. A simulation for the best riders.

A few months before the release of [i]TT Isle of Man: Ride on the Edge 3[/i], we wanted to sit down with the developers of Nacon Studio Milan (RaceWard Studio), also developers of [i]RiMs Racing[/i], in order to discuss a key topic: the physics of the bikes. [b]Don't miss our last gameplay video, with the Section 3 of the Snaefell Mountain Course.[/b] [previewyoutube=WgPHlpVvBdk;full][/previewyoutube] [h2]1 - What are the new features or updates in terms of physics of the bikes compared to TT1 and 2?[/h2] Compared to previous games, the physics model design for [i]TT Isle of Man: Ride on the Edge 3[/i] takes a new approach to the action that unfolds on the Isle of Man, placing motorbikes and their framework at the core of the game experience. The results achieved with RiMS Racing helped the team completely redefine the structure of the bikes and focus on the differences between the various engine capacities available. The team has therefore redesigned the motorbike chassis and how it behaves when leaning, the stability and reaction of the suspensions, as well as the calibration of the brakes and acceleration in all areas of the game. For the new game, a lot of thought was put into the tyres. They have been improved with a new realistic and dynamic wear system, which improves traction and reliability. The aim was to provide players with more feedback from the various road surfaces. The feature also includes a new upgrade system for major bike components, so you can enjoy an intense and realistic experience on all the circuits available and full control of your bike's dynamics, regardless of the engine size used. [img]{STEAM_CLAN_IMAGE}/43329452/bc5ab743a0d578e7f21bfd24cd213a015768d060.png[/img] [h2]2 - What specificities linked to the TT make the physics different from traditional races?[/h2] Everyone knows that the Isle of Man Tourist Trophy is the most dangerous motorsports race in the world because of the nature of the circuit and the bikes used. The Snaefell Mountain Course is an extremely technical, difficult and dangerous road course because of the complete lack of escape routes usually found in international circuits. The riders need to memorize over 200 fast bends that arrive in rapid succession and are spread out over 37.730 miles (60.72km), which is a feat that requires great mental and physical strength with intense focus on achieving perfect symbiosis with their bike. To recreate these unique conditions found nowhere else in the sports world, the team worked with some of the top riders of the last two editions of the event and carefully analyzed the course, its distinctive characteristics and challenges to balance the physics model with targeted adjustments to the bike's main systems. This was to achieve a much more simulative approach to riding from a design point of view, but at the same time one that is familiar and satisfying and which provides the same sensations experienced by riders in real life. This was also achieved with the new input system calibration, which is now more direct and intuitive compared to previous games and offers more precise control of the bike's behaviour. [img]{STEAM_CLAN_IMAGE}/43329452/2e8f077d867769cd40ba987852ff443ed72b0e9a.png[/img] [h2]3 - What feelings can we expect in terms of gameplay between the 2 categories?[/h2] In [i]TT Isle of Man: Ride on the Edge 3[/i], you can ride 8 large circuits, which vary in complexity and are divided into sections, creating a total of 32 tracks. As for the bikes, you can ride some of the most iconic and high-performance models in the Superbike and Supersport worlds, and all offer very different performance, riding styles and sensations. Thanks to the implementation of the new framework taken from RiMS Racing, the technical and physical characteristics that separate the two categories have been accurately recreated in the simulation, and they significantly affect the gameplay and your driving style across all tracks and game modes. Superbikes are extremely powerful and unpredictable. Mastering them requires a huge amount of concentration, especially on tracks or sections that have lots of fast corners. On the other hand, bikes in the Supersport category offer a nice balance between performance and handling with lots of flexibility for component upgrades. [h2]4 - In terms of development, what is the most difficult part to reproduce in terms of the bike's behavior?[/h2] During development of [i]TT Isle of Man: Ride on the Edge 3[/i], one of the biggest challenges was recreating the quintessential sensations and adrenaline rush of the island's races via a simulative and balanced system that puts the physicality of the motorbike and the user's perception at the core of the entire experience. Based on the valuable feedback we received from gamers, the new physics model focuses on accurately reproducing the complex dynamics of Superbike and Supersport models and gives maximum feedback via the game controller. It provides all the physical and technical information needed to learn the specific characteristics of each bike model and navigate the complex road circuits available with maximum control. [img]{STEAM_CLAN_IMAGE}/43329452/d10e356464a95ac20326a945d56c7bc5883bc1be.png[/img] [h2]5 - Is TT3 made for expert riders or also accessible to motorbike newbies?[/h2] Despite a more accurate and simulative physics model compared to previous games, which showcases the characteristics of the bikes available and enhances their specific behaviours, the game has a revamped learning curve in terms of perceived difficulty with three different levels of physics simulation (Beginner, Intermediate, Simulation). The system has been completely revised for [i]TT Isle of Man: Ride on the Edge 3[/i], and the different difficulties are perfectly balanced with each other, allowing all types of players to enjoy the IoM Tourist Trophy experience regardless of expertise, without sacrificing any of the realism or immersion. The team's dedication to accurately simulating the riding assist systems is still the same in this new game: every bike has an Engine Control Unit (ECU) that can be used to adjust the three main electronic assistance systems already seen in RiMS Racing (Traction Control System, Anti-Wheelie System and Electronic Braking System) in real time. These systems are essential for dynamically managing the behaviour of the motorbike and adapting it to the challenges of the tracks. In addition, the Anti-lock Braking System (ABS) has been revised to significantly improve the braking phases and optimize the life of the tyres, which is a crucial consideration for completing many of the circuits in the game. [b]Let us know what you think of this devblog below![/b] Follow us on: Twitter: @TTIoMtheGame Facebook: https://www.facebook.com/TTIoMtheGame Instagram: https://www.instagram.com/ttiomthegame