Supergliding: Difference between revisions
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The exact inputs used to fully optimise the setup of a superglide are not fully understood as of now. Below is a rough explanation. | The exact inputs used to fully optimise the setup of a superglide are not fully understood as of now. Below is a rough explanation. | ||
After slow-ramp-abuse has been performed, the player must turn the vehicle so that the facing direction is perpendicular to the travelling direction. The player must then turn for a short time in the opposite direction to their travel, making the bike lean. Then, the opposite direction to that must be held until the bike's roll is approximately neutral. At this point, the joystick must be repeatedly alternated in a pattern of {0, ±2} | After slow-ramp-abuse has been performed, the player must turn the vehicle so that the facing direction is perpendicular to the travelling direction. The player must then turn for a short time in the opposite direction to their travel, making the bike lean. Then, the opposite direction to that must be held until the bike's roll is approximately neutral. At this point, the joystick must be repeatedly alternated in a pattern of {0, ±2}, with the direction of the 2nd input being in the direction of travel. Inputs greater in magnitude than 2 can be used, but will result in inefficient speed-building. The same goes for not adhering to frame-perfect joystick alternations, and instead turning, e.g., once every three frames. | ||
As the joystick is alternated, external velocity (EV) will slowly increase. Eventually, 70 EV will be reached, which, combined with the locked 50 IV, will provide a max speed of 120 XZ. EV will still continue to increase, but at this point it is no longer necessary to continue the strict alternation pattern to maintain top speed, since it is capped at 120. | |||
If airtime is achieved during a superglide, the superglide will end on the frame that the vehicle touches the ground after being airborne. The internal velocity lock will be removed, and external velocity will quickly dissipate. | The imprecision of supergliding, unlike most other EV exploits, means that it is viable for use in real-time human runs. | ||
If airtime is achieved during a superglide, the superglide will end on the frame that the vehicle touches the ground after being airborne. The internal velocity lock will be removed, and external velocity will quickly dissipate. Because of this, it isn't possible to exit a superglide in an outside-drifting bike and immediately begin superhopping at full speed. | |||
== TAS BKTs == | == TAS BKTs == | ||