RIDE WITH MOTOCONTROLLER

A BETTER WAY TO RIDE
MOTORCYCLES IN GAMES.

MoCo is a compact motorcycle control system for PC, built around countersteering, brake pressure and physical rider input.

Push the bar. Squeeze the brake. Roll on the throttle.

Working prototype · In development · PC
The pain point

THE BIKE CAN FEEL REAL.
THE CONTROLS OFTEN DON'T.

First-person view of gloved hands holding a gamepad while a motorcycle leans into a wet night corner ahead

You wouldn’t ride a motorcycle with your thumbs. So why should a motorcycle game feel that way?

MoCo brings motorcycle control back into your hands.

Gloved hands on the MoCo handlebar at a desk, a motorcycle game running on the monitor behind it
How it works

LEAN IS THE RESULT.
COUNTERSTEERING STARTS THE TURN.

Lean is what the motorcycle does.

Countersteering is what the rider does to initiate the turn.

Direct lean control can work well as a game input. But it skips the rider action that actually initiates a turn on a motorcycle.

That is why countersteering isn’t an optional mode in MoCo.

It is the foundation.

Rider's view into a corner: the inside of the handlebar is pushed forward to start the turn

PUSH RIGHT → GO RIGHT.

PUSH LEFT → GO LEFT.

Brake feel

DON'T LEARN A BRAKE POSITION.
LEARN BRAKE PRESSURE.

On a gamepad, braking is usually tied to trigger travel.

MoCo measures how hard you squeeze.

A light touch gives light braking. More pressure gives more braking. Full braking requires a deliberate, firm squeeze.

Three selectable force levels let you tune the brake from lighter to firmer feel.

REALISM WITH A PURPOSE.
PRECISION WHERE IT MATTERS.

Tech

BUILT AROUND THE CONTROLS THAT MATTER.

The same philosophy runs through every physical control.

Steering

Countersteering with a stable center, progressive resistance and automatic return.

Throttle

Twist grip control through your wrist with precise analog sensing.

Brakes

Force-based braking controlled by pressure, not simple lever travel.

Clutch

Analog clutch with tuned resistance around the friction zone.

Foot Controls

Gear shifting, rear brake and haptics in development.

Haptics

Vibration layered on top of the controller’s mechanical feel.

Mechanical feedback comes first. Haptics build on top of it.

Countersteering Force Sensing Magnetic Sensors Haptic Feedback Analog Inputs USB Desktop Setup Tuned Mechanics
Compatibility

BUILT FOR PC.

Tested with:
GP Bikes RIDE series MotoGP series The Crew series TT Isle of Man 2 Live for Speed

More titles will be tested as development continues.

The moment it clicks

THE BEST MOMENT IS WHEN YOU STOP
THINKING ABOUT THE CONTROLLER.

Across hands-on testing, most riders adapted somewhere between 20 minutes and 2 hours.

First the controls start to make sense.

Then the controller stops being the challenge.

The track becomes the challenge.

Braking Points Corner Sequences Racing Line Lap Time

THE CONTROLS CLICK QUICKLY.
THE TRACK TAKES MUCH LONGER.

Where we are now

DEVELOPMENT ROADMAP

Refining the riding experience, testing what matters and preparing the next chapter of MoCo.

v0.1 – 0.3 Proof of concept
  • First working prototypes
  • Countersteering concept proven
  • Core steering mechanics established
  • Basic controls integrated
Completed
v0.4 – 0.6 Riding system
  • New steering geometry
  • Force-based front brake
  • Analog clutch integration
  • Improved control precision
  • New enclosure architecture
Completed
v0.8 – 1.0 System integration & validation
  • Haptic feedback integration
  • Foot-control development
  • Electronics refinement
  • Multi-game testing
  • Rider and reliability testing
In development
v2.0 Next generation
  • New mechanical concepts
  • Deeper haptic integration
  • Further riding research
  • Community-driven improvements
  • Next-generation MoCo architecture
Future

A new way to experience MoCo is taking shape.

More when it’s ready.

Precision

Repeatable physical inputs.

Immersion

Feedback where it matters.

Reliability

Refined through real testing.

Community

Built with riders.

Community

Riding beyond seasons.

Weather changes. Seasons end. Life gets busy. The passion does not. MoCo wants to be another place for riders to meet, race, and keep riding together.

The long-term vision is not a community gathered around a controller.
It is a controller that helps a community gather around riding.

Follow the build

BUILT IN THE OPEN.

Follow the prototypes, riding tests and everything that comes next.

FAQ

QUESTIONS ABOUT MOCO?

Everything from compatibility and setup to countersteering, braking and what comes next.

BUYING & COMPATIBILITY

Not yet.

MoCo is still in active development and final availability and pricing have not been announced.

The current priority is refining the riding experience, testing the hardware and preparing the next stage of the project.

Follow the project for updates when there is something concrete to announce.

MoCo is being developed for PC and has already been tested with several motorcycle games and simulators, including:

GP Bikes, RIDE series, MotoGP series, TT Isle of Man 2 and The Crew series.

Exact setup and axis mapping can vary between games.

The list of tested titles will continue to grow as development continues.

Currently, MoCo is being developed for PC.

Native PlayStation and Xbox compatibility is not currently part of the supported setup.

Yes.

For normal game use, MoCo behaves like a standard PC game controller, with its physical controls mapped to analog axes and buttons that compatible games can recognize.

The exact implementation may continue to evolve during development.

No.

For normal game use, no special software is required.

The final version will also be able to use telemetry from games that make it available. This will allow riders to configure vibration levels and behavior through telemetry software such as SimHub.

Telemetry features will depend on what data each individual game provides.

MoCo itself is independent of the display system.

If the game supports VR and accepts the controller inputs used by MoCo, the two can be used together.

VR compatibility therefore depends primarily on the individual game and PC setup.

RIDING & CONTROLS

A gamepad compresses motorcycle control into very small stick and trigger movements.

MoCo replaces those abstract inputs with physical rider actions.

Push the handlebar. Squeeze the brake. Roll on the throttle. Operate the clutch.

The goal is not simply to make the controller larger. It is to bring motorcycle control back into your hands.

Countersteering is the rider input used to initiate a motorcycle's lean.

Push the right side of the handlebar and the motorcycle begins to lean right. Push left and it begins to lean left.

Direct lean control can work well as a game input. But it skips the rider action that actually initiates a turn on a motorcycle.

That is why countersteering is not an optional mode in MoCo.

It is the foundation of the steering system.

A racing wheel is built around automotive steering.

MoCo is built around motorcycle-specific rider inputs such as countersteering, twist throttle, front brake pressure, clutch operation and foot controls.

The steering mechanics are also designed specifically around motorcycle control rather than simply rotating a wheel left and right.

The current version does not use full active force feedback.

Instead, steering feel comes from tuned mechanics including centering, progressive resistance, damping and physical load, combined with haptic feedback.

Active force feedback can add another layer to simulation, but it is not required for MoCo to provide a physical, precise and rewarding riding experience.

Yes.

Feedback does not begin with a motor.

The rider can already feel a stable steering center, increasing mechanical resistance, transitions through the center, brake force, clutch behavior and vibration.

The goal is to give the controls physical weight and useful information while keeping the system compact.

The front brake uses force sensing.

Instead of simply measuring how far the lever has moved, MoCo continuously measures how hard you are squeezing it.

Even a light touch can produce light braking. As you squeeze harder, braking force continues to increase.

The result is a brake that is controlled primarily through pressure rather than by memorizing a lever position.

Yes.

The current design uses three brake-force levels:

  • LIGHT
  • MEDIUM
  • FIRM

This allows the required hand force to be adapted from a lighter setup for bare hands to a firmer feel for riders who prefer more resistance or ride in motorcycle gloves.

Yes.

The clutch is an independent analog control.

Its mechanical resistance is tuned to give a noticeable change in feel around the working area, helping the rider develop a sense of where the clutch begins to engage.

A dedicated foot-control module is currently in development.

The planned system includes foot-operated gear shifting, force-sensed rear braking, rider footrests and additional haptic feedback.

These features are still being refined and should not yet be treated as final production specifications.

The basic controls can start making sense surprisingly quickly.

During hands-on testing with roughly a dozen riders, adaptation ranged from around 20 minutes to roughly two hours depending on the person.

The pattern was usually similar.

First came fewer crashes and smoother steering. Then better brake use, smoother throttle application and more confidence on corner exit.

After that, attention gradually moved away from the controller and toward braking points, corner sequences, racing lines and lap times.

These are development observations rather than a formal user study.

The basic control logic is designed to be intuitive.

Want the bike to turn? Push the bar.

Want more braking? Squeeze harder.

Want more power? Roll on the throttle.

The controls can become familiar relatively quickly.

The deeper challenge comes later through learning the track, refining your inputs, improving consistency and chasing faster lap times.

Natural to learn. Deep enough to master.

No.

Motorcycle experience can make some of the control logic immediately familiar, especially countersteering, throttle and braking.

But real-world riding experience is not required to learn or enjoy MoCo.

Not automatically.

MoCo gives the rider precise and repeatable physical controls, but lap time still depends on individual skill, track knowledge, braking points, line choice and throttle timing.

Once the controller becomes familiar, the challenge increasingly shifts away from operating MoCo and toward improving your own riding.

In the creator's own testing, MoCo resulted in significantly faster and more consistent riding than a gamepad, particularly on tracks that had previously been difficult to complete without crashes.

That is an individual experience, not a guaranteed performance claim.

SETUP

No.

MoCo is intentionally designed as a desktop controller.

You do not need a motorcycle frame, moving platform or dedicated simulator cockpit.

A normal desk and chair are enough.

The compact desktop format is part of the design philosophy.

MoCo uses two dedicated desk clamps.

Place the controller on the desk and push it against the edge. Integrated bumpers locate the unit against the front of the desk.

Then tighten the two clamp screws from underneath.

That is it.

The mounting system is designed to make installation quick while keeping the controller firmly secured during riding.

Much less than a full motorcycle simulator or motion rig.

MoCo is designed around a normal desktop environment, with the handlebars positioned close to desk height.

Final dimensions and clearance requirements will be published once the mechanical design is frozen.

Yes, depending on the game.

Sensitivity, deadzone and linearity can usually be adjusted through the game's controller settings.

Many riders start with relatively straightforward settings and begin fine-tuning them later, once they better understand how they want the motorcycle to respond.

DEVELOPMENT & FUTURE

No.

MoCo is still a working prototype.

Steering mechanics, brake feel, haptics, foot controls, electronics and other details are still being tested and refined.

That is also why the development process is being shared openly.

That is not its primary purpose.

Some of the physical actions are intentionally based on real motorcycle control, but MoCo is being developed as a gaming and sim-racing controller, not as a certified rider-training device.

Absolutely not.

Real riding will always be real riding.

MoCo is for the evenings when the bike stays in the garage, for winter, for racing with friends and for those moments when you simply want another lap.

Because that is a different product.

MoCo asks a more focused question:

How much meaningful motorcycle control can you bring to a desk without turning it into a full-size simulator?

The project deliberately concentrates on the rider inputs that have the greatest impact on control, precision and enjoyment.

Riding, distilled.

Development updates, riding tests, prototypes and technical decisions are shared through the project's existing channels, including YouTube, Discord, Patreon, Instagram and Facebook.

MoCo Riding, distilled.

THIS IS ONLY THE BEGINNING.

MoCo started with one question:

How much of real motorcycle control can you bring to a desk without turning it into a full-size simulator?

Every prototype has pushed the answer a little further.

More soon.