Internal velocity: Difference between revisions

m introduced max base speed + miscellaneous edits
m i found out there's a superscript 2 unicode character cool stuff
 
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Holding A increases IV according to the vehicle's [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of the percentage of IV relative to current max speed, thus being in a wheelie or on offroad affects the vehicle's acceleration.
Holding A increases IV according to the vehicle's [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of the percentage of IV relative to current max speed, thus being in a wheelie or on offroad affects the vehicle's acceleration.


While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f.
While driving backwards, reversing (holding B) increases negative IV by 2 u/, up to -20 u/f.


While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/f^2 for mushrooms, 6 u/f^2 for [[trick]] boosts, 5 u/f^2 for boost panels, 3 u/f^2 for [[Miniturbo | miniturbos]], 0.7 u/f^2 for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).
While a [[boost]] is active, a constant acceleration is applied to IV, so that the vehicle can reach its new maximum speed. The acceleration depends on the type of boost: 7 u/for mushroom-type boosts, 6 u/for [[trick]]-type boosts, 3 u/f^2 for [[miniturbo]]-type boosts, and 0.7 u/for drafts. If multiple boost accelerations are active, they do not stack and only the biggest is applied (except for tricks which have priority).


=== Decrease ===
=== Decrease ===
If both A and B are released, IV decays exponentially at a rate of 2% per frame.
If both A and B are released, IV decays exponentially at a rate of 2% per frame.


Braking decreases IV, applying a constant acceleration of -1.5 u/f^2 starting on the 2nd brake frame. Braking for 1 frame only reduces IV very slightly, with the slowdown being stronger if the vehicle's last-stage acceleration is low and on steeper slopes (both up and down); this is useful to manipulate [[QM]].
Braking decreases IV, applying a constant acceleration of -1.5 u/starting on the 2nd brake frame. Braking for 1 frame only reduces IV very slightly, with the slowdown being stronger if the vehicle's last-stage acceleration is low and on steeper slopes (both up and down); this is useful to manipulate [[QM]].


If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.
If a vehicle has been airborne for over 5 frames, its IV begins decaying exponentially at a rate of 0.1% per frame, until it touches the ground again.
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EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.
EV can be converted to IV. EV is either (almost) perpendicular to the facing direction, or purely vertical while airborne in the case of gravity; if the facing angle changes such that EV is partially parallel to it, the projection of EV on the facing unit vector is converted to IV.


During the countdown, IV is set to 0 u/f. Movement is still possible due to EV.
During the [[countdown]], IV is set to 0 u/f. Movement is still possible due to EV.


== Maximum speed ==
== Maximum speed ==
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=== Decrease ===
=== Decrease ===


When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/f^2, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed. This is known as '''deceleration stacking'''.
When a boost or wheelie ends, maximum speed does not immediately jump to a lower value; it decreases at a constant rate of 3 u/, bringing IV down with it, until it reaches the regular top speed value. Deceleration from multiple sources does not stack; for instance, bikes can drop the wheelie while decelerating from a boost, without any penalty to their max speed. This is known as '''deceleration stacking'''.


Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/f^2, until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn't stack with wheelie and boost deceleration.
Touching offroad works similarly; as long as at least one hitbox is colliding with offroad, maximum speed decreases by 3 u/, until reaching max offroad speed. This value depends on the offroad type, and is a function of the speed and [[Statistics#Offroad | offroad]] stats. This means that clipping offroad for N frames only reduces max speed by 3N. Offroad deceleration also doesn't stack with wheelie and boost deceleration.


When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.
When driving on [[out of bounds]] collision, it counts as offroad and reduces max speed to 10% of the regular value. This is not affected by the offroad stat, so only the speed stat affects max speed on out of bounds.


[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/f^2 until reaching the speed lock.
[[Slow ramp | Slow ramps]] also decrease maximum speed (and thus IV) by a constant 3 u/until reaching the speed lock.


If the angle between the vehicle's velocity and the wall's normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.
If the angle between the vehicle's velocity and the wall's normal is greater than 90° (i.e. the wall is facing towards the vehicle), maximum speed abruptly decreases by a large amount, so that the vehicle quickly slows down. Depending on the angle of collision, maximum speed can decrease from ~35% of the previous value up to just above 0 u/f. Max speed remains lowered as long as the vehicle is colliding with the wall, then returns to its previous value.
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Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn't slow down until the two values are equal.
Summing up, when max speed increases, it jumps to a higher value. When max speed decreases, it is gradually lowered by 3 u/f^2, and the vehicle is expected to slow down due to IV being capped. However, if IV is much lower than max speed, then max speed can decrease, and the vehicle doesn't slow down until the two values are equal.


The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/f^2. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/f^2, but IV is unaffected.<br>
The most common application of this quirk involves clipping offroad without speed loss. For example: the Spear drifts at 85.60 u/f; its max speed jumps to 115.56 u/f with a miniturbo + wheelie, and IV begins increasing by 3 u/. On the following frame, the Spear touches offroad; max speed begins decreasing by 3 u/, but IV is unaffected.<br>
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.
After 4 frames, IV and max speed are at 100.60 and 103.56 u/f respectively, so the Spear has not slowed down yet. On the next frame, max speed would decrease to 100.56 u/f, and so would IV; but if the Spear stops touching offroad, then max speed jumps to 115.56 u/f again, and IV continues increasing. As a result, the Spear is able to drive over offroad for 4 frames without speed loss, because it is accelerating from the boost.


Another less common application is [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/f^2, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike's turning out of a drift without affecting its IV.
Another less common application is [[Automatic drift#Rewheelies | rewheelies]] for automatic. Starting a wheelie after a drift increases max speed by 15%, while IV slowly matches it. Dropping the wheelie by holding ±6/±7 for 16 frames decreases max speed by 3 u/, but IV is still much lower, so the bike is able to turn tighter for a few frames without losing speed. This can be looped to improve the bike's turning out of a drift without affecting its IV.