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blackwiggle
3rd March 2009, 08:27 AM
I was doing TT's on Ubermall reverse the other day and I was able to consistently nail the shortcut,but something just didn't seem right.

I race in cockpit mode, so glitches don't immediately seem obvious,but I was pretty sure I was hitting the outside of the wall on a few occasions whilst doing the shortcut,and by rights I should of respawned,but I didn't,I just kept going as if nothing wrong had happened.

I finally managed to capture these images that proves what I thought was going on,actually was happening.

http://i444.photobucket.com/albums/qq163/Turnipbob/Wipeout%20photos/th_wohd_20090302_143027jpg.jpg (http://s444.photobucket.com/albums/qq163/Turnipbob/Wipeout%20photos/?action=view&current=wohd_20090302_143027jpg.jpg)

http://i444.photobucket.com/albums/qq163/Turnipbob/Wipeout%20photos/th_wohd_20090302_142954jpg.jpg (http://s444.photobucket.com/albums/qq163/Turnipbob/Wipeout%20photos/?action=view&current=wohd_20090302_142954jpg.jpg)

chboing
3rd March 2009, 08:34 AM
you ****ing cheater !!!

j/k ;) i think everybody that has tried to take this shortcut experienced this ... more or less

blackwiggle
3rd March 2009, 08:43 AM
It only happens if you "Take off" aiming in between the building and the pole.

If you aim for the left pot plant that stick out of the pole it gives you the best exit line,problem is if your just a fraction late taking off you end up flying too high and smash into the ceiling/wall at the top of the hump.

Connavar
3rd March 2009, 09:09 AM
I've managed to be stuck on the plant for 5-6 seconds, very funny.
And if you ever try this online, prepare to suffer if you miss it, as your ship might fall back
on the track completely vertically and will take up to 10 seconds to respawn.

blackwiggle
3rd March 2009, 09:12 AM
I tried it online for the first time in a tournament 2 days ago,got it right and it won me the race.:lol

darkfaerytales
3rd March 2009, 11:26 AM
umm, this never happens to me, but this isn't the only case of " fusion through the track " don't know if any of you have noticed that but in moa therma rev. as well in the chicane before the tunnel and big mag loop, when you use a quite wide ship like mirage in a precise point of the track when your ship tilt from right to left for turning the ship side go under the track surface...

this kind of stuff aren't nice for nothing

Connavar
3rd March 2009, 12:20 PM
This is normal though, SL probably designed the whole racing physics and
collisions with a simple ship (probably a cylinder), and then all the existing
ships are using this model but with other visuals / geometries.

So there is no collision with the geometry of the ship itself but with this
cylinder model. Which is good and bad, good because otherwise everyone would be
flying the smallest possible ship = Icaras, bad because of some glitches.

darkfaerytales
3rd March 2009, 12:50 PM
i remenber, in another thread, about the " real " dimensions and proportions of the AG ships , that a programer, maybe crob, i don't remenber, stated that the ship are around 14 meters long , more or less, and 5 to 6/6,50 meters wide...so in some cases there's a difference of 1,50m...it ain't so slighty...

Darkdrium777
3rd March 2009, 01:51 PM
The wall under the track also flickers when you take this shortcut (appear/disappear).

yeldar2097
3rd March 2009, 02:01 PM
are you sure each of the ships don't have their own collision parameters?
i find the auricom much more difficult to get through the chicane (ubermall forward) than say, another unwieldy ship like piranha.
could just be psychosomatic i guess, my mind likes to play tricks on me.

back on topis: i don't think i've ever managed to get this glitch but then again i've only tried with icarus.
maybe i'll see if you can do it with every ship...

silverfoxy
3rd March 2009, 02:22 PM
I can't even nail the shortcut. Saw it on youtube and it looked easy enough but every time I try it I just fly into something and end up in the shopping centre. When is the correct time to boost?

Asayyeah
3rd March 2009, 02:49 PM
I boost right after the 3rd boostpad before the chicane leading to the mini hill, i usually up a little my nose to point to the direction of the top of the hill; i am passing between the mall and the pillar with plants on it.

KIGO1987
3rd March 2009, 02:51 PM
Do you happen to have the link for the Youtube video of this, i woundnt mind seeing how this operation is done. All i found is a few random videos and #3 World Ranking Ubermall Foward Phantom Lap....

silverfoxy
3rd March 2009, 02:56 PM
Thanks for that Asayyeah. Will have to put more practice in. Half the problem for me is I hit the first pad which knocks me off line a bit and miss the 2nd. I was leaving it until near at the little S bend and boosting there.

Kigo - I don't have the link personally. I'm sure it was through this site that I found it though. Not much to trawl through then !!

KIGO1987
3rd March 2009, 03:02 PM
Thats cool:)

I found a really interesting shortcut on Moa Therma, but the ship ended up in the water, then into an empty void:blarg

darkfaerytales
3rd March 2009, 05:53 PM
umm for me sound strange as well that the ship don't have their own different collision parametters, at least chassis kind by chassis kind

Connavar
4th March 2009, 01:59 PM
About collisions, I can notice how Icaras hits the environment without actually hitting it,
same for AG-Systems (front of the ship), so that's made me realize there wasn't
any real collision but an approximation with another model, which is standard way
in games anyway, because it's a lot faster to process.

And it's good because that way, every ship design is good, no disadvantages if the ship
is bigger than another, but damn it's bad when I see my ship hitting/scraping the wall
without any real collision!
And the gitch darkfaeraytales is talking about (ship sinking into the track) probably
comes from this as well.

darkfaerytales
4th March 2009, 02:13 PM
sure if they use a triangular shape it works better , since most of the ship are large on back and very narrow in the front, even better if they divide into 2 models , triangular for 1 hulled crafts and rectangular for 2 hulled crafts