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new trike mods/pics
new trike mods/pics
| Name: | Joshua Dallman | ![]() |
|---|---|---|
| Date Posted: | Aug 16, 2006 | |
| Rating: | 3.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Joshua Dallman |
Blog post
so I got this tricycle about a month ago and tried to personalize it as best as I could with my limited tools and bike knowledge, about all that meant was putting a pink pony on the front, a cool but useless retro gague on the dash, some light-up handlebars, lights, and a few minor adjustments. I wasn't happy with doing just that, so I decided to seek the help of a professional. or at least, an amateur professional.
so this past weekend I had my trike mod'd, here's the before and after results:


needless to say, I'm VERY happy with the results. this sucker is 7 feet in length now and when I tip it upright it towers far above me. carving is sweet, going on 2 wheels for tight turns is much more stable, and it went from a clown bike firmly in the direction of a sweet custom lowrider chopper bike. that's a dune buggy seat on there by the way! still needs some custom work yet - a car headlight & battery, padding & leather cover on seat, rear brakes, new handlebars, new mirror, 144 spoke wheels... I could go on
what was cool about this experience was how it paralleled what I do with indie game dev. I started out trying to make games with limited tools and knowledge just like this, got some results but wasn't happy with them, then sought the work of hobbyist/semi-professionals and started to see outstanding results. with this bike I designed what I wanted and brought that design to the guy who did the actual work, same with game design with me subcontracting out. input was given as to feasability of certain things just like with game design, and some things were overpromised a bit just like working with game dev contractors ;) oh, and the whole idea of once you mod it you worry about if you're really going to improve the design or lose something, is it going forward going backward, that kind of thing, same deal. and the idea of a game never really being done is the same here with the bike never really being done, always can improve. anyway I've waxed poetic about it way too much already but it was cool how I played the same role with this bike as I do with game design and just the parallels of working with contractors whether they weld metal or weave code.
zoobomb, baby!!!
so this past weekend I had my trike mod'd, here's the before and after results:


needless to say, I'm VERY happy with the results. this sucker is 7 feet in length now and when I tip it upright it towers far above me. carving is sweet, going on 2 wheels for tight turns is much more stable, and it went from a clown bike firmly in the direction of a sweet custom lowrider chopper bike. that's a dune buggy seat on there by the way! still needs some custom work yet - a car headlight & battery, padding & leather cover on seat, rear brakes, new handlebars, new mirror, 144 spoke wheels... I could go on
what was cool about this experience was how it paralleled what I do with indie game dev. I started out trying to make games with limited tools and knowledge just like this, got some results but wasn't happy with them, then sought the work of hobbyist/semi-professionals and started to see outstanding results. with this bike I designed what I wanted and brought that design to the guy who did the actual work, same with game design with me subcontracting out. input was given as to feasability of certain things just like with game design, and some things were overpromised a bit just like working with game dev contractors ;) oh, and the whole idea of once you mod it you worry about if you're really going to improve the design or lose something, is it going forward going backward, that kind of thing, same deal. and the idea of a game never really being done is the same here with the bike never really being done, always can improve. anyway I've waxed poetic about it way too much already but it was cool how I played the same role with this bike as I do with game design and just the parallels of working with contractors whether they weld metal or weave code.
zoobomb, baby!!!
Recent Blog Posts
| List: | 09/27/08 - Leaving GarageGames, Moving to Africa 09/24/08 - Restoring Rhonda Developer Interview 09/22/08 - Interview with TGE MMO Developer 09/15/08 - Torque Dev Interviews Page 09/08/08 - Twintale Finds Gold with TGB and Match-3 08/31/08 - new blog for casual/indie devs 08/23/08 - Shelled on GameTunnel 08/13/08 - New Shelled! video & $5 special |
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Submit your own resources!| Martin Schultz (Aug 16, 2006 at 06:37 GMT) |
| Anton Bursch (Aug 16, 2006 at 06:45 GMT) |
This is the kind of thinking that always led to me getting hurt as a kid. :P
| Martin Schultz (Aug 16, 2006 at 06:51 GMT) |
- XBox 360
- 52" flatscreen
- 18" tires
- blue lights under the trike
Then you're officially pimped ;-)
| James Laker (BurNinG) (Aug 16, 2006 at 08:05 GMT) |
- Shelled??
Hehe.... Just kidding.
- Seatbelt
- Wing
- Mags
| Tim Hutcheson (Aug 16, 2006 at 14:45 GMT) |
Lower the CG by raking the seat back.
Your biggest concern with this configuration is the little old lady that turns RIGHT into a driveway in front of you, while looking straight at you. Your only option in that case is to hit the brakes and go to the right with her. In that event, you high side to the left if you only have a front brake and high CG.
Words of caution from a 20+ mile a day bike commuter, I've seen it all. Had to throw my commute bike under the rear of a car that did just what I described. And to make it worse, she was angry with me for the trouble.
Get some rear brakes on that puppy. A pair of discs would look super cool too. :o)
Nice ride, BTW.
| Chris Calef (Aug 16, 2006 at 15:15 GMT) |
| Dan Rolander (Aug 16, 2006 at 16:02 GMT) Resource Rating: 3 |
| Ben Ewing (Aug 17, 2006 at 16:04 GMT) |
And maybe the Shelled logo (Is there a logo?) painted on the back :P
| Jesse (Midhir) Liles (Aug 17, 2006 at 19:42 GMT) |
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