External velocity: Difference between revisions
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'''External | '''External velocity''', or '''EV''', is one of four main types of speed in ''[[Mario Kart Wii]]''. It collectively refers to the effect of many forces other than the vehicle's engine, such as gravity, momentum from kart bumps and wall collisions, and leaning. Using physics exploits, EV can be used to maintain high speeds for prolonged periods of time. | ||
== Overview == | == Overview == | ||
EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) perpendicular to the vehicle's facing direction at any given moment; if there is a EV vector component parallel to the facing direction, the games tends to convert it to IV. Gravity EV is an exception; it is always purely directed in the (negative) Y direction, no matter the vehicle's pitch rotation, but it can still be converted to IV on the ground. | EV is represented as a vector, with a direction and magnitude. The direction of EV is always (nearly) perpendicular to the vehicle's facing direction at any given moment; if there is a EV vector component parallel to the facing direction, the games tends to convert it to IV. Gravity EV is an exception; it is always purely directed in the (negative) Y direction, no matter the vehicle's pitch rotation, but it can still be converted to IV on the ground. | ||
The magnitude of the EV vector is, notably, uncapped. While [[ | 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 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]]. | ||
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{| class="wikitable" style="text-align:center;" | {| class="wikitable" style="text-align:center;" | ||
|- | |- | ||
! Drift | ! Drift type | ||
! IV < 5 u/f | ! IV < 5 u/f | ||
! IV > 5 u/f | ! IV > 5 u/f | ||
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== History == | == History == | ||