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Maybe you need to disconnect the calibrator. If you take apart your xbox one you'll find calibrator wires in there. Just unplug them and all will be good.
1). Allow us to cancel a previously started single event without making us race it We used to be able to opt out at the prompt. That option is gone.
2). When we use manual/auto trans the game will down shift the trans soon after we up shift. So if you are trying to click up to 3rd between jumps in a rhythm section the game forces it back down to 2 too quickly. Very frustrating.
Honestly I scratch my head at how a game in it's 3rd release can have the potential to be so freakin good but now have gone backward on other fundamental stuff? Boggles my mind. I mean I do believe they have the best of intentions. I know they want to release a good product. So how does this stuff happen? Who gives the final say? What guy played this game and said, "Yup it's perfect let's release it?".. Cause I wanna slap him!
I went ahead and made A1 for XBOX ONE "SPX 2020 SX R1 ( still waiting on my version for my PS4 - I know I know, it's a gift from some one and they bought it from Target LoL, should be here soon).
Even with my dislikes and issues I think it came out pretty good. I am hoping Milestone heads our advice on the editor fixes as it will make the track creating experience much better.
If that's not what you're referring to, my apologies.
Looked dope!
Slightly off topic, but do you enjoy making tracks for MESX as much as you did for MCM2? Do you wish there was more freedom than selecting items from a toolbox of premade obstacles?
If its new to you, I would certainly wait for patches and a price drop.
Pit Row
I greatly appreciate your enlightenment. I will try that when I get home.
As much? Hmm good question.
Let me first make clear that my motivation/intent is to try and duplicate the tracks we see the guys race. In both appearance and ridability. It can be very easy to duplicate the lines by spacing objects so far apart that in the game we are forced to double that or triple that but then you have this flat line between jumps. However when you look at the real track those jumps are spaced very close together in comparison. We are always trying to tame the bike in these games.
Trying accomplish this in MCM2 required hours upon ours of work in Photoshop in order to hand paint the displacement map. Object shape, height, transition vert, was all painstakingly done by hand. Being able to do this one thing good separated the real good guys from the rest. Guys like MIKE MACH, RON RON, TWISTED, MAUI COOL, DIZ_NO_REBASE etc. This in turn gave me a gnarly case of carpel tunnel. So bad that when I was still racing I had issues on hard landings. My right hand would grab a handful of throttle on my 450. Not fun. That's why I quit making tracks back then.
FF to today. I'd say it is more fun for me to do it this way for the one reason that it is simply easier. As this game has progressed the editor has been updated and made it easier for us to create realistic looking/riding tracks.
So when this version came out I have to admit I yelled at my TV more than a few times in question as to why they would go backward with the editor? One question why not duplicate every object used through out the season? Split lane jumps, Elevated step on/off turns, etc.
I really am thankful to Milestone for making these games. But I hope they listen to us too. They have in the past so we'll just have to see.
https://supercrossthegame.com/game-updates/
I haven't really enjoyed a Motocross game since the MCM2 days to be honest. I have MES2 but really don't play it, however after hearing your comments and review on the game I will give it another try.
https://discord.gg/CB7Wv5F
Thanks again, let’s have a great race season!!
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