Internal velocity: Difference between revisions

Created page with "'''Internal velocity''', also known as '''IV''', '''vehicle speed''', or '''engine speed''', is one of four main types of velocity in ''Mario Kart Wii''. It refers to the speed coming from the vehicle's engine, while external velocity comes from other forces acting on the vehicle. == Overview == IV is represented as a vector, with a direction and magnitude. The direction of the IV vector is the same (or very close) as the vehicle's facing direction in most c..."
 
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The magnitude of the IV vector is limited by '''maximum speed'''. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too.
The magnitude of the IV vector is limited by '''maximum speed'''. IV is the speed actually provided by the engine, and it cannot increase above the maximum speed value (or decrease below, if moving backwards). Max speed is capped at 120 u/f, and the sum of IV, EV, and moving road speed is capped at 120 u/f too.
IV determines if the vehicle can perform certain actions. [[Trick | tricking]] and [[Drift | Drifting]] require IV to be over 50% and 55% of maximum speed, respectively. [[Stand-still miniturbo | Stand-still miniturbos]] can only be sustained if IV is within ±10 u/f, and the [[barrel roll]] state ends if IV exceeds ±15 u/f. [[EV#Leaning | Lean rotation]] values change depending if IV is above or below 5 u/f in absolute value.


== Changes to internal velocity ==
== Changes to internal velocity ==
Holding A increases IV according to the vehicle's [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of proportion of IV to max speed, and whether the vehicle is in a drift, wheelie, or neither. Braking decreases IV, applying a constant acceleration of -1.5 u/f^2. If both A and B are released, IV decays exponentially at a rate of 2% per frame.<br>
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, up to -20 u/f. Holding A, and neither A or B, have the same effect as driving forwards.


On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], and handling reactivity stats. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and depends for each character + bike combo.
=== Increase ===
Holding A increases IV according to the vehicle's [[Statistic#Acceleration | acceleration stat]]. Acceleration is a function of proportion of IV to max speed, and whether the vehicle is in a drift, wheelie, or neither.
 
While driving backwards, reversing (holding B) increases negative IV by 2 u/f^2, 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).
 
=== Decrease ===
If both A and B are released, IV decays exponentially at a rate of 2% per frame.<br>
Braking decreases IV, applying a constant acceleration of -1.5 u/f^2. Therefore, above 75 u/f it is faster to decelerate by releasing A than by braking.
 
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.
 
During a [[stand-still miniturbo]], IV decays exponentially at a rate of 20% per frame.
 
On manual drift, turning without a boost decreases IV. The slowdown is proportional to the magnitude of the horizontal stick input, but it is also a function of the acceleration, [[Statistic#Handling | handling]], top speed, and handling reactivity stats. [[Wheelie#Optimal wheelie turning | Optimal wheelie turning]] is the sequence of inputs which allows for the most turning in a wheelie without losing IV over time; it can be derived mathematically and changes for each character + bike combo.


If a vehicle has been airborne for over 5 frames, its IV begins decreasing exponentially at a rate of 0.1% per frame, until it touches the ground again.
The waterfalls on [[DS Yoshi Falls]], and at the last turn of [[Koopa Cape]], are [[moving road]] which slows down the vehicle, by disabling boost acceleration and decreasing IV by 0.5% and 3.5% per frame respectively. Both effects are disabled if the vehicle has offroad immunity. Since the waterfalls are not offroad, they do not affect maximum speed.


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.<br>
At sufficiently high IV, the cones on [[Daisy Circuit]] are knocked away and decrease IV by 18% upon collision. At low IV, the cones are simply pushed around and do not affect IV.
If multiple boost accelerations are active, they do not stack. Usually the biggest acceleration takes priority, but tricks have priority over mushrooms.
 
=== Other ===


[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.
[[Wallclip | Hitting a wall]] updates the IV direction to match the horizontal (XZ) facing direction. If the vehicle has been airborne for 5 frames or more, then IV matches the vertical facing direction too.
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Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can't increase above maximum speed.
Maximum speed is a positive value, but it limits both positive and negative IV. If IV is negative, its absolute value can't increase above maximum speed.


Wheelies and boosts increase maximum speed, and provide a constant acceleration to IV such that it can reach max speed, while they are active. Wheelies increase max speed by 15%, miniturbos by 20%, tricks by 30%, and mushrooms by 40% (with a minimum of 115 u/f).<br>
=== Increase ===
The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%. If two boosts are active at once, the biggest one takes priority, except trick boosts which have priority over mushrooms.
 
Boosts increase maximum speed while they are active, as well as provide acceleration to IV. Miniturbos increase maximum speed by 20%, tricks by 30%, and mushrooms by 40% with a minimum of 115 u/f. If two boosts are active at once, the biggest one determines max speed, except trick boosts which have priority over mushrooms.
 
Wheelies increase maximum speed by 15%, without providing any boost to IV. The wheelie bonus stacks additively with other boosts, i.e. a wheelie + miniturbo increases max speed by 35%.
 
=== 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.


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 speed.
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/f^2, until reaching max offroad speed, which 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, and not to the minimum value. 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.


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