External velocity: Difference between revisions

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The magnitude of the EV vector is, notably, uncapped. While [[internal velocity]] is capped at 120 u/f, and the sum of IV, EV, and moving road speed is also capped at 120 u/f, it is possible to accumulate EV in the thousands. It is worth noting that a vehicle with 1000 EV still moves at 120 u/f; however, the high amount of EV allows it to maintain its speed for a very long time.
The magnitude of the EV vector is, notably, uncapped. While [[internal velocity]] is capped at 120 u/f, and the sum of IV, EV, and moving road speed is also capped at 120 u/f, it is possible to accumulate EV in the thousands. It is worth noting that a vehicle with 1000 EV still moves at 120 u/f; however, the high amount of EV allows it to maintain its speed for a very long time.


EV naturally decays exponentially at a rate of 0.2% per frame at all times. This limits the amount of EV that can be accumulated in most circumstances. Additionally, if one or more of the vehicle's wheel hitboxes are making contact with the ground, a constant rate of ~6-10 EV per frame is applied. This rate is independent for each wheel and each bike, and this behavior isn't well understood at the moment. The wheel decay does not apply if the wheels do not properly make contact with the ground, such as when the bike is airborne, or in a low traction state such as [[supersliding]].
EV naturally decays exponentially at a rate of 0.2% per frame at all times. This EV decay is universal and can't be disabled. Additionally, if one or more of the vehicle's wheel hitboxes are making contact with the ground, a constant rate of ~6-10 EV per frame is applied. This rate is independent for each wheel and each bike, and this behavior isn't well understood at the moment. The wheel decay does not apply if the wheels do not properly make contact with the ground, such as when the bike is airborne, or in a low traction state such as [[supersliding]].


== EV sources ==
== EV sources ==
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Leaning is tracked through a '''lean rotation''' value (not to be confused with roll rotation). Inputs from +2 to +7 increment this counter by an amount known as the '''lean rate''', which is a function of the bike's drift type and state. Inputs from -2 to -7 decrement the counter by the lean rate. This can be thought of more simply as leaning to the right or left, respectively. Inputs of 0 and ±1 are known as '''neutral inputs''', and decrease the lean rotation exponentially by a rate of 10% per frame. For airborne bikes, leaning is disabled after 20 frames. [[Barrel roll | Soft walls]] also disable leaning while the HWG timer is non-zero.
Leaning is tracked through a '''lean rotation''' value (not to be confused with roll rotation). Inputs from +2 to +7 increment this counter by an amount known as the '''lean rate''', which is a function of the bike's drift type and state. Inputs from -2 to -7 decrement the counter by the lean rate. This can be thought of more simply as leaning to the right or left, respectively. Inputs of 0 and ±1 are known as '''neutral inputs''', and decrease the lean rotation exponentially by a rate of 10% per frame. For airborne bikes, leaning is disabled after 20 frames. [[Barrel roll | Soft walls]] also disable leaning while the HWG timer is non-zero.


The lean rotation is bounded both left and right by the '''lean cap''' value, which varies with the lean rate. On each frame, if the lean rotation increases and does not become (strictly) greater than the lean cap, the bike gains EV directed to the right. Vice versa, if lean decreases and does not become (strictly) less than the lean cap, the bike gains EV to the left. The EV gained per frame by leaning is 1.0 u/f^2 for IDBs, and 0.8 u/f^2 for ODBs.
The lean rotation is bounded both left and right by the '''lean cap''' value, which varies with the lean rate. On each frame, if the lean rotation increases and does not become (strictly) greater than the lean cap, the bike gains EV directed to the right. Vice versa, if lean decreases and does not become (strictly) less than the lean cap, the bike gains EV to the left. The EV gained per frame by leaning is 1.0 u/f^2 for IDBs, and 0.8 u/f^2 for ODBs. Considering the universal EV decay, this gives an upper limit to leaning EV of 500 for IDBs and 400 for ODBs; in practice, wheel decay and lean rotation make true limits much lower.


The following table lists all possible values for the lean rate and lean cap values, depending on the bike's drift type and state. Note that |IV| means the absolute value, or magnitude of the IV vector.
The following table lists all possible values for the lean rate and lean cap values, depending on the bike's drift type and state. Note that |IV| means the absolute value, or magnitude of the IV vector.
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== Applications ==
== Applications ==
=== Start slides ===
Bikes are able to move during the countdown due to leaning EV. Any bike can do a wheelie to rotate sideways, then use the |IV| < 5 u/f pattern to slide sideways. For longer bikes, double wheelies can cause them to go airborne too, which significantly decreases EV dissipation and allows them to slide much further. In this case, the optimal inputs change for each bike, and are not well understood.


=== TF physics ===
=== TF physics ===
:''Main article: [[TF physics]]''
:''Main article: [[TF physics]]''
TF physics are caused directly by a combination of leaning EV and roll rotation. When a bike gains a large amount of roll rotation, for example by drifting with IDBs, the leaning EV vectors follow the orientation of the bike, and therefore point partially upwards or downwards. For example, in a IDB drift to the right, leaning to the right causes EV to point down, e.g. reducing airtime, while leaning to the left causes EV to point up, e.g. increasing airtime.
TF physics are caused directly by a combination of leaning EV and roll rotation. When a bike gains a large amount of roll rotation, for example by drifting with IDBs, the leaning EV vectors follow the orientation of the bike, and therefore point partially upwards or downwards. For example, in a IDB drift to the right, leaning to the right causes EV to point down, e.g. reducing airtime, while leaning to the left causes EV to point up, e.g. increasing airtime.
=== Side trick abuse ===
:''Main article: [[Trick#Side trick abuse]]''
During a left/right stunt trick, bikes rotate clockwise/counterclockwise, respectively. This causes one side of the vehicle to temporarily face forwards. Leaning to the left/right during this animation causes the leaning EV to be converted to IV, as the two vectors are parallel, for an IV increase of about 7 u/f. The bike also gains a small amount of roll rotation during the animation, so the EV also causes a small airtime increase due to TF physics.
Leaning to the right/left during the trick causes reverse side trick abuse, with leaning EV decreasing both IV and airtime.


=== Spindrifts ===
=== Spindrifts ===
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=== Neutral gliding ===
=== Neutral gliding ===
During any (large) hop or wallclip, alternating between neutral and leaning inputs can be a small optimization, giving a bit more lateral distance. This is caused by the lean rotation value reaching the cap during the airtime, so input alternations (before the 20 frame limit) may generate more EV. This is often useful for superhopping as well.
During any (large) hop or wallclip, alternating between neutral and leaning inputs can be a small optimization, giving a bit more lateral distance. This is caused by the lean rotation value reaching the cap during the airtime, so input alternations (before the 20 frame limit) may generate more EV. This is often useful for superhopping as well.
=== Start slides ===
Bikes are able to move during the countdown due to leaning EV. Any bike can do a wheelie to rotate sideways, then use the |IV| < 5 u/f pattern to slide sideways. For longer bikes, double wheelies can cause them to go airborne too, which significantly decreases EV dissipation and allows them to slide much further. In this case, the optimal inputs change for each bike, and are not well understood.


=== Supergrinding ===
=== Supergrinding ===
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Some IDBs and [[Vehicles#Wario Bike | Wario Bike]] are able to drive on the ground on their body hitboxes, instead of their wheels. The EV decay effect only applies to wheels and not body hitboxes, therefore they can simply lean to gain EV after entering this state. Supersliding is not stable for most vehicles, with the exception of Wario Bike. The optimal inputs for supersliding depend on the bike's state, according to the table above. If it's possible to initiate a slipdrift, it can be a very efficient way to gain EV in a superslide.
Some IDBs and [[Vehicles#Wario Bike | Wario Bike]] are able to drive on the ground on their body hitboxes, instead of their wheels. The EV decay effect only applies to wheels and not body hitboxes, therefore they can simply lean to gain EV after entering this state. Supersliding is not stable for most vehicles, with the exception of Wario Bike. The optimal inputs for supersliding depend on the bike's state, according to the table above. If it's possible to initiate a slipdrift, it can be a very efficient way to gain EV in a superslide.


'''[[Supersliding#Autosliding | Autosliding]]''' is a technique exclusive to [[automatic drift]]. It involves holding ±6/±7 inputs to lean and begin an automatic drift (which requires 12 consecutive frames of ±6 or greater), switching to the opposite direction on the last frame to drift in the opposite direction and reset lean rotation, then immediately ending the drift to lean again. Example inputs: +6 for 11 frames, -7 for 1 frame, +5 for 1 frame.
'''[[Supersliding#Autosliding | Autosliding]]''' is a technique exclusive to [[automatic drift]]. It involves holding ±6/±7 inputs to lean and begin an automatic drift (which requires 12 consecutive frames of ±6 or greater), switching to the opposite direction on the last frame to drift in the opposite direction and reset lean rotation, then immediately ending the drift to lean again. The inputs for the widest possible rotation to the right are as follows: +6 for 11 frames, -7 for 1 frame, +5 for 1 frame.
 
Taking into account the lean patterns, the theoretical limit of superslide EV is calculated by multiplying the average EV gain by 499. For manual, this results in ~217.75 for ODB, and 249.5 for IDB. With autosliding, the limits are about 380 for ODB and 470 for IDB, depending on how many frames each drift lasts.


=== Supergliding ===
=== Supergliding ===