Hey, thanks for all the feedback. Much appreciated, keep it coming.
Currently the bike physics are designed to be arcade like, so I hope people have realised they can do 360s and back flips etc, whilst in the air. Just use the pitch and steering controls.
@dondiego : Sorry for control layout, this is my preference as I don’t like the groupings to be near each other. I understand that a lot of people prefer WASD or all arrow keys. I’ll make sure it is configurable in any future game.
@MCHammond : Thanks for your detailed feedback. Currently, I’m only implementing an arcade style handling hence the sliding, but I’ll certainly start looking at your points, especially the high speed turning. This needs to be checked on a winding road terrain as it could be a perception thing. The bike does travel 200mph at the moment and I think the grip and turning is correct, but I could be wrong. So need to check on a better landscape/terrain. As I’m not a bike rider, prefer cycling, my cues have been how MotoGP and dirt bike riders ride and my knowledge and experience limited to writing car (mainly F1 games) physics.
@MCHammond : Yes, the brakes aren’t good enough. Will fix.
@MCHammond : I like your idea for separate brakes, this would be a good addition for a simulation. Need to think how this could be applied over various control devices, i.e. XBox360 and PS3 pads, iPhone, iPad, Wii remote, etc, etc. The inout controls need a lot of thought and user testing.
@MakerOfGames: Yes, my fault, disabled in code and forgot to re-enable. Previously, the terrain was in the middle so falling off was less of an issue. Will enable on the next release. Yes, snowboarding, skating are all in mind with these physics.
@Bug5532 : No, not using wheel colliders. My system is using ray casts. The physics initially written in C++ outside Unity, and work on a variety of Physics Middleware, i.e. PhysX, Havok and Bullet or any other rigid body physics system available.
Again, thanks for all you feedback and keep it coming.