Cornering lean
Speed-dependent physical and visual lean gives the stock bike a bike-specific response instead of leaving it upright through fast turns.
LOADING...
A bike-specific control layer for believable lean, airborne correction, wheelie balance, smoother landings, and a usable rear footbrake.
Built around Farming Simulator 25's base-game Aprilia RX 125, the prototype adds server-authoritative Lua behaviour without replacing the vehicle or editing game files.

The handling problem
The stock bike could remain visibly upright through fast turns, offered little useful correction in the air, and became erratic when it landed. Early experiments proved that physical lean and airborne torque were possible, but also exposed reversed inputs, excessive auto-upright correction, landing oscillation, and wheelie torque that swung between ineffective and violent.
Current control layer
Speed-dependent physical and visual lean gives the stock bike a bike-specific response instead of leaving it upright through fast turns.
High-speed steering is deliberately reduced so direction changes remain controllable without becoming instantly unstable.
W, S, A, and D provide a short response boost on a fresh tap, followed by softer weighted control while the key remains held.
Shift initiates the lift, W taps support rider-controlled balance, and target angles replace unrestricted stunt torque.
Attitude correction softens near touchdown and only a bounded portion of measured forward momentum can carry through a safe landing.
Space invokes the normal braking path while adding speed-scaled steering rotation for a more deliberate rear-brake slide.
Development method
The project advances through short, observable in-game loops. Telemetry and logs help distinguish a control-sign mistake from contact geometry or excess torque; the stock Aprilia's three physics wheel shapes—one front and two overlapping rear shapes—remain part of the system being measured.
input → target → bounded torque → telemetry → replayThe base-game Aprilia remained upright in corners and was difficult to correct in the air.
Gameplay footage, HUD telemetry, log.txt, and stock-bike geometry exposed input signs, wheel contact, and attitude changes.
A wheelie overshoot revealed tail and number-plate clearance as a physical limit, leading to balance targets and a 42-degree ceiling.
Short in-game loops replaced broad rewrites, allowing lean, air control, wheelies, landings, and braking to be tuned separately.
Candidate boundary
Version 0.1.0.16 has passed its static, schema, archive, and checksum checks. Its latest wheelie, landing-flow, airborne-tap, and rear-footbrake changes still require final in-game testing. Multiplayer physics are designed to run on the authoritative server, but that design has not yet been proven in a two-player dedicated-server session.
Development footage held back
Existing footage records an earlier stage of the handling work. It will be used as development history only after representative frames are reviewed; it is not proof of version 0.1.0.16.
The control layer is actively being tuned on the stock Aprilia RX 125. Broad third-party-bike compatibility, rider ejection, and dedicated-server behaviour remain unvalidated or unimplemented.