PDA

View Full Version : Parts that still cause you trouble?



pildog
23rd November 2008, 12:51 PM
Hi, are there any parts of particular tracks that still cause you trouble, however many times you practice on it?

I always have a problem with the "bridge" in Anulpha Pass. I'm always falling off it, which automatically means coming last.

Also the "wibbly" bit of track on Sebenco Climb, just before the start line, keep crashing into the walls.

Task
23rd November 2008, 01:57 PM
Ah, yes, the Anulpha Pass skillcut!
A gleaming track, mostly because of that unique feature. Finally, a built-in (intended!) shortcut with obvious hazard.
Practice it via TT/speedlap on Venom. Or Zone! 8 )
Once you've got it mastered at Venom, crank it up to Flash. Then Rapier. Finally, you're ready to tackle it at Phantom!
Same way you learn any track, the difficult parts are just the most challenging sections to learn.

The chicane near the end of Sebenco Climb? You can shoot right through the middle of it if you line it up coming out of the pit. Or do you mean the final two turns after the chicane before the start line? Hard airbrake right to start it, then a bit of turn left to line up your final run.

Download a nice ghost and watch them run it, you'll learn lots!

lunar
23rd November 2008, 02:27 PM
I very much agree with Task. Practice is the key, and sometimes you really have to analyse your line and come up with a better way, then just practice it.

One part I feel I many never "beat" though: the S bend under the cat on Ubermall Forward. I`m the slowest person on the internet through there. I even watched Mad-Ice`s video, studied it, and am only slightly better. :brickwallI could do it ok in Pure, but in HD I`ve only nailed it satisfyingly about three times.

trk_rkd
23rd November 2008, 02:47 PM
I'm still having huge trouble with ziko. I would've done close to 1000 laps and the closest i've got was 21.02. That stuff is brutal, i think this is far and away the hardest videogame challenge i've ever attempted. if it wasn't wipeout i wouldn't bother. i think my fingers are just too old to reliably pull off the barrel rolls. I've tried totally remapping the controls like so:

r2: accelerate
x: right airbrake
[]: left airbrake
0: use turbo

and using dpad left and right for turning/barrel rolls and tilt for pitch. I can pull off the rolls pretty reliably like that without compromising the rest of my control (i mean i wouldn't want to play zone with that config but the airb's aren't too important for the ziko challenge)

if anybody has any tips aside from the youtube vids and the stuff in the trophy thread then please let me know, this thing is killing me.

EDIT: sorry I reread the first post and realised that the thread is specifically about parts of *tracks*, not parts of the game in general. apologies.

xtriko
23rd November 2008, 03:45 PM
pildog, for anulpha, try to do the left turn from inside to outside. try to not go wide while jumping to the narrow brigde. if you go out side, the ship tends to go high. if you go like i said, its really smooth. this is exacly the oposite technique for beating zico. since you have to go high to do the barrel roll. while in the narrow bridge, try to steer the less possible. if you oversteer you'll probably fall.
for sebenco, try to pitch up a little on the chicane. the ship will go a little high but is a good way to avoid crashing pinball style ;) hope that this can help you.

PS. trk rkd, when i beated zico, my 2nd best lap was 21.19 and out of nowhere i got 20.79 perfect lap. can you describe how are you doing your laps?

H3avyM3tal
23rd November 2008, 03:46 PM
You mean 31.02 right?

On several of the reverse tracks, some of the corners seem ilogical... I know, thats an ilogical sentence alltogether, but I can't make the switch on some of them. For example, on Chenghou reverse - coming into the tunnel, thats a sligthly blind corner, and I can't seem to get it right. Also on Sol2 reverse, right at the beggining, the hard left-right-left is one of the wierdest corners I ever seen. I just can't seem to make them right, it just doesn't seem right...

This game is wierd...

xtriko
23rd November 2008, 04:01 PM
LOL yes !!!! XD sorry
for sol2 try to do some side shifts :) it works for me ;)

darkfaerytales
23rd November 2008, 04:02 PM
that ****ing turn on chenghou...you know what...damn

crawdad62
23rd November 2008, 04:05 PM
The last chicane in Ubermall, Chengou's hard left hander right before the ramp and the entire track of Sol2 reverse. I used to hate Sebenco Climb but I've spent a lot of time on it and now it's one of my favorites.

Wellington86
23rd November 2008, 04:14 PM
Yeah I agree, the hairpin on Chenghou forward is always a problem. I can do it cleanly but I often fail to, and sometimes when I am doing it cleanly I get ploughed into by someone not bothering to slow down for it.

Other than that there's the last part of Ubermall, as Lunar mentioned, which I can do much more frequently than the Chenghou hairpin but still isn't 100%, and the sharp right turn after the totally blind left turn on Metropia reverse fails at least once a race.

Avenger2197
23rd November 2008, 04:21 PM
Chengou requires a bit of "un-learning" compared to other courses. Wherein turning exactly as you're turning with the corner on most tracks, Chengou requires you to turn early. This applies to both directions as far as I've found. The famous 130 degree corner being a prime example. Turn too early and you'll hit the corner, turn too late you end up in the wall. I can't do it consistently with all ships, but it can be done with all of them. Sideshifting is also extemely important too.

Hope that helps a little. :)

Amorbis
23rd November 2008, 04:23 PM
I have a hard time going around most of the turns on Chenghou Project. The second turn on the forward track is a nuisance and I usually take my thumb of the accelerator or slow down a bit before, then taking the outside of the track to the inside. The really long turn after the two ramps is another pain and I usually end up over the wall on the slope or going around tightly and going a bit too high.

Other than Chenghou project I'm O.K-ish on most turns. Metropia reverse's blind corner is hard but taking the outside makes it a bit easier. The last corner of Übermall forward, the zig zag section, can catch me off, the section before the hill on reverse usually makes me go off the edge >.<.

I would like to know a more consistent way of pulling the last huge leap on Moa Therma, the one which skips almost all the starting straight. Or is that cheating? I'd like to know a more professional opinion.

pildog
23rd November 2008, 04:31 PM
Thanks for the suggestions, but the problem I have with this game (as with most online games) is keeping my skill-level consistent. Just this afternoon I did a few games, and in the first I was fine, in the second I was all over the place and hitting every wall, even though it was one of my favourite tracks. I need more practice.

By the way has anyone a favourite route on the split in the track in Ubermall? I usually take left, there really doesn't seem to be much benefit to either route.

xtriko
23rd November 2008, 04:47 PM
I do. I always go to the right. Right on the forward and right on backward. ;)

OBH
23rd November 2008, 05:57 PM
The last chicane in Ubermall, Chengou's hard left hander right before the ramp and the entire track of Sol2 reverse. I used to hate Sebenco Climb but I've spent a lot of time on it and now it's one of my favorites.
i used to hate sol2 reverse, but evertually things click.
suss out the right line for the 2 nasty twirly left handers, and hit a barrel roll off the speed pad on the right hander before the last corner and your times will quickly tumble.

Connavar
23rd November 2008, 10:55 PM
pildog, for anulpha, try to do the left turn from inside to outside. try to not go wide while jumping to the narrow brigde
If you're alone that's a good way, but when there are other ships nearby, you might collide one that wants to go left ... so you also need to practice the landing on the bridge from the right.
Personally I fell many times online on that bridge while trying to land on it with a barrel roll.

crawdad62
23rd November 2008, 11:55 PM
I always go left on Ubermall regardless of direction. It freaks me out because a couple of times I've had Auto Pilot and it'll go right. At least every time I've had one and used it there. I'll hit it and when it takes the right side I get an uneasy feeling:blarg

trk_rkd
24th November 2008, 12:35 AM
@Heavy Metal: yes, 31.02, not 21.02, sorry. I'd be very happy with 21.02, although I suspect it would arouse some suspicion on the boards. :P

@Xtriko: I'm basically just doing the method people have used on the youtube videos. I've pulled off the triple barrel roll once or twice but that's it, I think when I do beat zico it'll just be with the double.

Anyway, I begin a record by boosting just before the line. I go over the very first speed pad just after the line (I experimented a bit with this one, I know some people suggested that going over this pad actually drains some of the momentum of the initial boost but after comparing with my ghost it seems like this helps you - if anyone has evidence to the contrary I'm an eager student, please share). Then I go over all the boost pads through the corner, using sideshift to go over the leftmost one and sideshifting left again when I go over the farthest (rightmost) boost pad to avoid smashing into the wall (using airbrakes would slow me down, natch). I tilt the controller back to pitch up and use my boost in the centre-right of the track, level the controller as I hit the top of the hill, boost again as I go over, land just before the centre boost pad in the narrow section at the base of the hill. Then I stick to the left of the track, sideshift rightwards to grab the speed pad there, fly across the centre of the track to the left side (actually quicker than sideshifting because the track follows a lazy "s" there, ie. the shortest path naturally takes you from the right to the left side of the track). Then sideshift round the corner with the "v" of three pads, nailing two of them. Stay fairly close to the left of the track, sideshift up to the right, *hopefully* BR up on to the narrow strip, go over all the pads on finally sideshift left of the bridge, BRing and landing on top of the rightmost speed pad before flying across the line for a record zico-beating time. Oh wait, no I don't.

The thing I notice is that my thumb really does get tired pretty quickly from the BR motions (i've tried both stick and d-pad). I'm pretty fit, I walk a lot and go to the gym two or three times a week, but, well, none of that really works the thumb muscles all that much (Odd that!). Maybe the BR pros like Flashback Jack have some sort of exercise regime for their digits (erm...). I find that after 50 laps or so my thumb is so tired that not only do I have trouble with the jump ON to the bridge, even the little one off it is causing me trouble.

Maybe I just need practice. I thought zone zeus was pretty tough at first but now I get in to the high 70s/ low 80s every time, although my scores are till pretty low because I don't concentrate much at the beginning (on the leaderboards I think I'm far and away the lowest score to have reached zone 81). Thing is I liked practising for zone zeus: it was fun, I mean I've still been trying to beat my old score from time to time (usually only after a couple of beers, which doesn't help). But once I get zico done I'm never racing piranha or vector again... it's not just that it's difficult, it's not a *fun* challenge either (IMHO). I know there are guys like flashback jack who can pull them off easily but I'm definitely more in the elhabib camp, I find that when I do pull them off (in tricky places at least) it's more fluke than skill, and as a result when I nail a lap record using heavy use of BR there is more a sense of relief or a feeling lucky than there is of genuine reward. Just my two cents. But yeah, any more tips with zico and I'd be very happy. How do you guys barrel roll anyway? Dpad or stick? Cheers.

blackwiggle
24th November 2008, 01:50 AM
I have a problem with Sebenco reverse on entering the tunnel,it's not making the corner it's getting the line correct to hit those three speed pads .
Ubermall reverse,well some days I can nail it and others it's like I've never raced that track at all,don't know what my problem with that is.

As for you guys having problems with ubermalls last right,I found that just after hitting the three speed pads, aim for where you know the gap is but can't see and side right side shift till that gap is visible,when your half a craft length through that right, hit left air brake and hold for a moment,that will swing you around the left,then side shift right and that will straighten you up for the finish line.

For chenghou's left or right in reverse,I used to have problems with that until I saw mad ice's latest video's.
http://www.youtube.com/watch?v=5xhzhPlqw-A

Have a look what he does on the reverse track just after the second mag strip to take the right hander.
He goes to the right,starts going left at where the shadow falls across the track,then turns to go around that right hand turn.
This flattens out the corner and makes it a LOT easier to make.

The same thing applies to most corners like that through the game.

trentdf
24th November 2008, 03:42 AM
@ trk rkd: theres another spot to barrel roll- instead of hitting that line of 3 speed pads, boost just before and get air off the little kink (you have to pull up). barrel roll while in the air, and land before that hill bit (where i interpreted that you use your boost). that should get you enough air to do another one, landing near the speed pad on that narrow bit. i initially started trying to hit the 3 sp's thinking it would make up for the loss of a barrel roll, but BRing is faster.

- Sol 2 reverse: no matter how many laps i do that left right left (or isit right left right?) ALWAYS kills me. i just can't figure it out. Also that inverse camber left hander in chengou in phantom- at least once a race i'll end up in the stands (i wonder why people don't sit there? :lol)

trk_rkd
24th November 2008, 04:45 AM
Oh that's where I'm BRing already trent, when I was talking about going over those speed pads I meant the first ones just after the starting line and round the corner. I probably should've made it a bit clearer, sorry. I mean basically the line I use is more or less the ones in the youtube vids... In theory I think mine could be a little better than some of those vids actually, not necessarily the triple chain BR vid but I have a better line & use sideshift more than the guys in some of those vids. I just constantly mess up the BR on to the bridge, and sometimes when I nail that one I get so nervous that I end up messing up the one OFF the bridge (which is actually pretty easy).

EDIT: NEVERMIND I JUST GOT IT WOOOOOHHOOOOO!!! SORRY FOR CAPS BUT... WOOOHHOOO!!!

Thank god that's over with. Studio Liverpool, I love you guys and Wipeout HD is my favourite game since, well, wipeout 3, but please don't ever do that to me again, eek! WOOHOOO!

xtriko
24th November 2008, 03:29 PM
trk__rkd, i think i have an idea. you can go to elhabib wipeout ghost site and download a ghost that hardly beats zico. something like 30.80 or 30.75. not lower than this. try to race the ghost to see where are you losing those 0.21 secs. when i beated zico, i didn't used a single sideshift. to be honest, i used a few airbreaks. i can only tell that i made a P.L. sorry if i cant be a very good help mate :S
good luck :)

darkfaerytales
25th November 2008, 08:36 PM
trying to race like the autopilot still cause trouble to me

djKyoto
26th November 2008, 03:48 AM
I randomly keep going off the track on the tight left hander on Moa Therma Reverse, if I turn in early.

NightArh
19th March 2010, 12:20 PM
Ive raced more than 300 laps but still no result :( I make all neccessary BRs and still loosing the time somewhere . h8 u Zico:evil

PS
ElHabib's site does not exist atm :)

yeldar2097
19th March 2010, 01:09 PM
0 Barrel Rolls :eek(Phaeton) (http://www.youtube.com/watch?v=iJVV06RUom0)

3 Different Methods (Leungbok) (http://www.youtube.com/watch?v=91mn8hVOwG8)

Zico with vocal tutorial (Hellfire) (http://www.youtube.com/watch?v=66VL_K7kXt8)

Zico 3 Easy BRs (yeldar) (http://www.youtube.com/watch?v=1QKoiR-W-DU)


There's loads more out there but these are the ones I know off the top of my head :)

NightArh
19th March 2010, 01:35 PM
I watched all those videos... Still no result :eek

Temet
19th March 2010, 01:46 PM
Come on dude, I'm one of the worst wipers here (always lost online, even get lapped sometimes when 7 or more laps) and I got Zico at the beginning! It took me 250 laps to get it.
For me, it's by far easier than Zeus one, even if I got Zeus on Syncopia.

yeldar2097
19th March 2010, 01:51 PM
NightArh, you are using sideshift through the corners right?

NightArh
19th March 2010, 02:10 PM
I tried to pass corners in different ways with sideshift or without it... And still have time 30,97. I have no patience left for today...:evil

I mess my laps on the bridge all the time

AG-wolf
19th March 2010, 02:25 PM
All of:

Sebenco
Modesto
Tech de Ra

they hand me my butt on a silver platter every time -_-

Temet
19th March 2010, 03:14 PM
Based on the topic, I still suck at :
- the cursed turn in Chengou Project;
- the last turn of Ubermall;
- Talon Junction (I hate this track);
- Modesto (I hate it too, but a lot more!);

... and more or less every reverse track (thanks for the bloody HD campaign not including any reverse track...)

yeldar2097
19th March 2010, 03:34 PM
@Night: Some stuff on Sideshift (this may have been covered elsewhere in a more comprehensive, comprehensible manner but I can't find it so I'll do my best here):

Sideshift takes you in a straight line either to the left or to the right. You are also going forward when you sideshift so effectively you go in a diagonally straight line which is shorter than the curve you would take without sideshifting.

http://upload.wikimedia.org/wikipedia/commons/4/4b/Composite_trapezoidal_rule_illustration_small.png - This illustration shows what I mean sort of, it's the same principle.

In general you want to take lines as tight as possible through the corners, starting wide/finishing wide like in real racing (gran turismo etc...) DOES NOT HELP. It is only useful if there is a sharp corner where you need to use a bit more of the track in order to get around (or there is a speed pad on entry/exit etc...)

So if you look at the picture I linked: Imagine the space between the Straight line and the curve is the amount of time/distance you save when you sideshift - you want to make this a big as possible.
As a general rule of thumb, sideshifting tends to work best at/during the apex of a corner so that you don't drift wide on the exit. It also helps you retain your forwards momentum because you don't have to airbrake as much.

In my 'how to beat zico' video the sideshifts are at: 0.38 , 0.40 , 0.50 , 0.52 , 0.56 , 1.01

There are way more you can do but this is enough to beat zico quite easily (hence the vid).

If you want a good way to practice, the best way is in Time Trial or Speed Lap racing against your ghosts. You will easily be able to see when sideshift is advantageous if your previous ghost does not use it. :)

I hope this makes sense....


http://img715.imageshack.us/img715/9012/59537090.th.jpg (http://img715.imageshack.us/i/59537090.jpg/)
Here's a really crap diagram I made a few mins ago :lol
Yellow = Sideshift
Red = No Sideshift

NightArh
19th March 2010, 05:14 PM
Thank you Yeldar! That helped much! (5 minutes dancing :hyper)
Zico's mug (http://piccy.info/view/3803385740629f89abd139c237d63504/)

But I had another problem I noticed... My thumb handles D-Pad not correctly so I couldnt make proper pitch and make BR in the same time. So I've enabled Dualshock's sensors and after some training got that extra BR I needed :dizzy

It took the whole day to get this trophy :)

Temet
19th March 2010, 06:48 PM
Congrats Dude :)

Amorbis
20th March 2010, 12:36 AM
Tech De Ra always gives me problems, I have a hard time getting the shortcuts and barrel rolls right. On Speed Laps skipping the first corner after using the Turbo is quite difficult when you take it at such speed, but I can't do it even when I go slow. Going up/down the steep hill is a bit weird for barrel rolls, I know you can do two rolls, but I never get enough height for the first one. :/

Aeroracer
20th March 2010, 01:38 AM
first hairpin on chegu project...or the last if played in reverse...

AspenExcel
20th March 2010, 02:47 AM
What's funny is that I nail the hairpin turn in Chenghou reverse flawlessly almost all 100% of the time now, but forwards I more often than not scrape the wall unless I'm using a vehicle with great handling. This is on phantom by the way. That's my only major block at the moment, everything else I can execute nearly perfectly.

A few BRs I manage to screw up pretty bad sometimes:
- First BR opportunity in Ubermall forwards I sometimes miss getting back on the track completely
- BR at the end of Moa forwards, sometimes I overshoot and just fly off the track

All I can think of at the moment, I might come back and edit this later if I think of more issues I have. :P

Hellfire_WZ
20th March 2010, 07:58 PM
That fecking hairpin on The Amphiseum. Everytime I try to take it during race I twat the apex. :brickwall

Dark_Phantom_89
20th March 2010, 08:59 PM
The sharp right-hander on Modesto Reverse. I can never seem to be able to take that turn without hitting the wall but can do it fine on Modesto Forward :bomb

graeble
21st March 2010, 01:06 AM
i abhor when you get tossed off a track and reset on a turn at an angle that immediately throws you off the course AGAIN. and if you don't let go of the acceleration you CONTINUE to fly off in an endless loop. it's happened to me on chengou forward on the turn that leads to the big drop off. and on moa reverse on the turn that leads into the long mag strip straightaway. i think you have to race in rapier or phantom for this to happen.

Temet
22nd March 2010, 08:05 AM
I had this on Talon's Junction online, didn't know it was possible on this track.

amplificated
22nd March 2010, 08:33 AM
There are too many parts to list for me... I'm still a fair bit under the top tier players and what they can do. Pretty much any sufficiently advanced maneuver :P

Every track still has its sections I don't think I'm up to par on. Especially when Phantom is thrown into the mix!

AspenExcel
1st April 2010, 10:42 PM
Just remembered another one: that stupid twisty bit after those three speed pads in Ubermall reversed. I can never boost right in that spot, and sometimes I totally screw up and end up careening off the track. Definitely a weak spot for me.

yeldar2097
2nd April 2010, 01:11 AM
Ooh same, I have massive trouble their unless i have a boost, hit it at least once a
race...stupid qirex sign

also have massive issues on chenghou reverse at the first chicane and the hairpin at the end - even in my harimau.

2nd hairpin on sebenco, i always manage to nosedive into the floor

1st BR on Seb rev I often faceplant the wiggly walls before the tunnel

Kyonshi
2nd April 2010, 03:49 AM
Believe it or not, i can't BR correctly on Sol 2 Fwd on the last corkscrew curve, before the small drop... I feel a bit ashamed of this, its so obvious and basic :lol

I still have trouble to do the famous Flatland Flyer BR on Moa Therma Fwd at the last chicane, but i've improved much more lately.

I still cant size how the hell you all execute the BR on Tech De Ra Fwd first chicane!!! Jesus i watched several vids on YouTube to see how and when, but dammit i still cant do **** about it :brickwall

I still hate Talon's Junction both versions, but somehow, and yet its an amazing mystery for me, i managed to get the 16th best time Multiplayer Global on the Reverse version... :dizzy

siriusbee
4th April 2010, 01:53 AM
I am having trouble even before I get onto the track for the race. The incisive pre-race commentary grips me a little to hard for reality, and then I think the accelerator is the square button. Never mind what I do with brand new L2/R2 buttons.