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Kawasaki Ninja [no mod]

Положительные голоса94%36 голосов игроков
Подписчики3,9 тыс.3 874 в Steam Workshop
Размер файла54,92 КБЗагрузка через Steam
Обновление автора25 авг. 2026 г.Дата обновления материала
Kawasaki Ninja [no mod]

Изображение 1 из 3. Материалы автора из Steam Workshop.

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  2. Нажмите «Подписаться»

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О материале

«Kawasaki Ninja [no mod]» — материал мастерской Scrap Mechanic. Постройки, новые блоки, детали и игровые режимы. Данные Steam, описание автора и ссылка для установки через подписку. Совместимость редакцией не проверена.

Описание автора

Realistic suspension and leaning, flawless balancing and very skill based. Only mouse buttons needed.

Controles

  1. Left mb = Pitch up

  2. Left mb + Left/Right = Sharp turn/Lean in/Drift

  3. Right mb = Pitch down

  4. Left mb + Right mb = Keep current rotation stabilized. Good for wheelies and general air control.

Design choices

Simmilar esthetic design

What's different from my previous Honda CB4X bike? It obviously has a similar design. But after 5 years, I just saw too many flaws that required me to build a new one. And since my original Kawasaki Ninja was so beloved but outdated in design and functionality, I wanted to redo that one, but this time waaay better.

Main annoyance

What actually was my main focus with my previous CB4X finally became my main annoyance. With the CB4X, I focused on unrealistic amounts of torque so it could make the biggest jumps. Super-fast pitch and roll, ultra-responsive auto-balancing, automatic jumps, and some advanced logic. It made the bike very heavy and feel like a stiff robot and not like a bike at all. Also, it had a continuous, unintentional suspension glitch going on in it, which was very annoying.

Improvements

These observations finally led me to want to do things differently. With this bike, I focused on realism, which came down to these points:

  • No ultra-responsive auto-balancing Just normal-paced corrections that feel like a normal human would have done them.

  • No ultra-strong torque Just a normal amount to keep the wheels in contact with the ground as much as possible.

  • Leaning during steering To make it actually feel like a bike instead of a stiff, unrealistically stabilized vehicle that is always upright no matter what turn or hump I added automatic leaning into the direction you steer. I wanted this with my CB4X as well, but only now I figured how to incorporate an AD converter, which made me I able to do that.

  • Weight reduction I minimized the amount of logic and blocks as much as possible and avoided using certain blocks at all. I replaced any squared block with weightless pistons. By doing this, I could reduce the torque of the bike but maintain the ability to do big jumps.

  • Easier controls Since the ability to use mouse buttons had been added in the last 5 years, I wanted to focus only on those and even decided to not use any other buttons at all. This makes the bike easier to control even for the untrained beginner.

  • Improved suspension glitch system When I first build the CB4X I was just new to stacked bearings and angle limiter systems. 5 years later I had found the flaws in my previous system and how to correct them. The new system has no unintentional suspension glitch anymore and is more compact!

Creator Tomatsu

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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