mxbmrp3

FMX tricks

What the FMX HUD recognises, what each trick is worth and how a score is built, at the defaults. Left and right variants are one trick here, as in the settings: trickEnabled_<INI key>=0 under [FmxHud] in the settings file turns one off, both directions at once. Base is the score before the multipliers below; Scored on is the axis whose rotation scales it; Full progress is what fills the HUD’s bar.

Generated from mxbmrp3/core/fmx_types.h and mxbmrp3/core/fmx_scoring.h by tests/unit/test_fmx_scoring.cpp - do not edit. Run the unit gate and copy /tmp/tricks.new.md over this file.

Ground tricks

A ground trick counts once it reaches 25% of its full progress, so a momentary blip never scores.

Trick INI key Base Scored on Full progress Recognised by
Wheelie Wheelie 10 pitch 2 s held Rear wheel only, nose up past 15 deg (ends below half that)
Coaster Wheelie CoasterWheelie 10 pitch 2 s held A wheelie with the clutch held in; letting it out drops it back to a wheelie
Endo Endo 15 pitch 2 s held Front wheel only, nose down past 15 deg, moving
Stoppie Stoppie 20 pitch 2 s held An endo under 9 km/h
Burnout Burnout 5 - 3 s held Rear wheel spinning 18 km/h faster than the bike, under 9 km/h
Donut Donut 25 yaw 3 s held A burnout turned through 45 deg
Drift (L/R) Drift 15 - 3 s held Sliding at a slip angle past 30 deg, moving
Pivot (L/R) Pivot 40 yaw 180 deg of yaw A wheelie or endo turned through 67.5 deg under 5 km/h

Air tricks

An air trick classifies once the bike has been off the ground 0.3 s; before that a bump is not a trick. Full rotations (270 deg) are read first, then the turns, then whip and scrub, then plain air.

Trick INI key Base Scored on Full progress Recognised by
Air Air 5 - 2 s airborne Airborne 0.3 s with no rotation past a threshold
Backflip Backflip 100 pitch 360 deg of pitch Pitched backward through 270 deg
Frontflip Frontflip 150 pitch 360 deg of pitch Pitched forward through 270 deg
Barrel Roll (L/R) BarrelRoll 80 roll 360 deg of roll Rolled through 270 deg
Scrub (L/R) Scrub 30 roll 90 deg of roll Rolled, or took off leaned, past 30 deg, short of a barrel roll
Whip (L/R) Whip 25 yaw 90 deg of yaw Yawed past 30 deg with the nose level, short of a spin
Spin (L/R) Spin 120 yaw 360 deg of yaw Yawed through 270 deg
Oppo (L/R) Oppo 60 yaw 90 deg of yaw Yawed past 67.5 deg with the nose up past 55 deg
Turn Down (L/R) TurnDown 60 yaw 90 deg of yaw Yawed past 67.5 deg with the nose down past 55 deg
Flat 360 (L/R) Flat360 180 pitch 360 deg of pitch or roll A flip rolled between 80 deg and 180 deg

Scoring