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Thread: Ubermall reverse shortcut glitch

  1. #11
    Join Date
    Jan 2009
    Location
    west midlands
    PSN ID
    silverfoxy
    Posts
    338

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    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?

  2. #12
    Join Date
    Mar 2002
    Location
    Le Havre. FFF team base
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    GMT + 1
    PSN ID
    Asayyeah -OFW-
    Posts
    4,005

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    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.

  3. #13
    Join Date
    May 2008
    Location
    Perth, Australia
    Timezone
    GMT + 8
    PSN ID
    KIGO1987
    Posts
    3,303

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    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....

  4. #14
    Join Date
    Jan 2009
    Location
    west midlands
    PSN ID
    silverfoxy
    Posts
    338

    Default

    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 !!

  5. #15
    Join Date
    May 2008
    Location
    Perth, Australia
    Timezone
    GMT + 8
    PSN ID
    KIGO1987
    Posts
    3,303

    Default

    Thats cool

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

  6. #16
    Join Date
    Jul 2008
    Timezone
    GMT + 1
    PSN ID
    darkfaerytales
    Posts
    501

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    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

  7. #17
    Join Date
    Nov 2008
    Location
    Belgium
    Timezone
    GMT + 1
    PSN ID
    Connavar
    Posts
    664

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    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.

  8. #18
    Join Date
    Jul 2008
    Timezone
    GMT + 1
    PSN ID
    darkfaerytales
    Posts
    501

    Default

    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

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