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Thread: Piloting Tips for WO3 Special Edition

  1. #1
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    Default Piloting Tips for WO3 Special Edition

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    warning: boilerplate text ahead.

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    the Official unofficial piloting guide to WO3 Special Edition. please post your tips here. please do not post questions or comments on this thread, but start a separate thread for discussion, otherwise the tips will get so spread out it'll be hard to find them amongst the discussion, whereas finding both the tips and the separate discussion of the one you're interested in will be easy. i hope.
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  2. #2
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    OK i'll start this off. First i would like to say that i loved the whole trading your sheald for boost thing, altho it took me a while to realise that this was an advantage. And many people i know still hate it, but as i have explained to them: Theres no other feeling in the world when your speeding past an apponants ship using the enegy you have jst drained form them lol i call this the 'vampire manouver'.

  3. #3
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    heres anothe tip that is hard to do: get some rockets. when smeone is behind you fire them at someone in-front with a reflector activated. when the rockets come bck at you, dodge them and the personbehind you gets the blast. ( it is best to do this trick on a jump as the ockets are ground hugging and will not get you! )

  4. #4
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    Hyperthrusting off jumps gives you HUGE boosts. It's helpful to know what's ahead though so you don't fly off the track and slow yourself down.

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    Mark Of Insanity is offline Pilot's License Suspended Rapier Pilot
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    Abusing a glitch perhaps, but the Auto-Pilot can be very useful.

    If for example, you are racing on Altima and you fly through a wall, you can use the AP to drive your craft straight out, rather than wait for the wuss wagon. Another useful tip is to use the AP just before you hit a wall and ruin your lead because it will always save your ass.

    Not much of a tip but I noticed there weren't many here...

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    Turbo-ing wildly off a jump can actually be helpful, allowing you to jump over hills that are bordered by long corners that straighten out on the opposite side, or even simply to avoid nightmare chicanes that you would otherwise have to deal with immediately upon landing.

    Learn how to do the awesome "Quake 180" without actually stopping. I find that I perform it best on sharp corners.

  7. #7
    Mark Of Insanity's Avatar
    Mark Of Insanity is offline Pilot's License Suspended Rapier Pilot
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    Um, yeah, on P-Mar Project a massive jump can help you avoid a series of chicanes, I think. Very useful if you're low on shield.

  8. #8
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    This is for Wip3out and 2097/xl as well, apologies if you already know.

    Tilting the ship is, for me, the key to navigating corners well. Basically if you tilt the ship back as you go into a corner, it'll make the corner easier. You can also tilt it forward to take the corner more tightly, and you can combine them, usually tilting back as you enter the bend, then forward. You can also use this in conjunction with the air brakes, which works especially well with tilting forwards to take sharp turns.

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    @jmoid

    This is the fundamental reason why wipeout, wipeout xl, and wipeout 3's physics were so good. the controls were completely screwed since fusion and on.
    Last edited by SaturnReturn; 24th December 2011 at 03:04 PM. Reason: Deleted unnecessary quote.

  10. #10
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    Provided you have more than enough speed on that jump and ur craft's pitch is angled properly Mark.
    Last edited by touge_rider; 17th July 2012 at 10:53 PM.

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    Quote Originally Posted by Mark Of Insanity View Post
    Um, yeah, on P-Mar Project a massive jump can help you avoid a series of chicanes, I think. Very useful if you're low on shield.
    Provided the pitch of the craft and the speed of it.

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    Who else knows of the boost at the start of the race? For those who don't, hover your thrust bar at the point the controller is vibrating (as long as you have a DUALSHOCK controller) until GO, then you will have a small boost depending on the strength of the AG craft's thrust.

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    Here's something a friend had to advise me on while making the race footage for my story:

    Racing lines are a must. Keep the craft from veering into a wall on the straightaways. A light tap on the air-brakes might sort that out, but beware of the other contenders.

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    If you don't have a dual-shock controller, you can still get a turbo start. Just try to regulate the blue thrust bar so that it's level is directly under the top-end of the energy bar. Even with a dual-shock controller, I always use this method, as I find it more accurate.

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    Quote Originally Posted by username View Post
    If you don't have a dual-shock controller, you can still get a turbo start. Just try to regulate the blue thrust bar so that it's level is directly under the top-end of the energy bar. Even with a dual-shock controller, I always use this method, as I find it more accurate.
    I already use a Dual-Shock for ePSXe 1.7.0, but it won't vibrate for some reason. I used your strategy countless times before.

    Anyone familiar with opposite braking? It's the predecessor to the side-shift found in Pure and beyond. Any idea when it's a good time to use opposite braking? In short it's turning in the direction opposite of the airbrake. This results in veering you craft in the direction of the airbrake. For some reason, I can't get it to veer to the side. I use it on a FEISAR, and it just turns on it's tail.

  16. #16
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    Har there dudes. Just an old pilot checking in. I was wondering two things:
    Firstly which Negcon settings do the pro's use?Should the Snarble vary settings ship to ship or can the paws (of Snarble) just dial in an overall setting on the Neggie?
    Secondly which View do the pro's use? Would I be misinformed in thinking that internal view is the view of pro's and the only real way to get the hot records done?
    Thanks for taking the time to listen to my small purring's of enquiry.

  17. #17
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    I use sensitivity between 50-72 depending on how much the ship turns. sometimes I keep it the same for all ships, sometimes not. deadzone I put very low, I think around 3. Just enough to not turn on its own. add some if its too sensitive though. I use external, most do for wo3, but a couple use internal. Internal is easier for XL than 3

  18. #18
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    I always have and still do use internal [nosecam],it's the most involving.
    It can be a hindrance when playing the modern online Wipeouts, but for most of the old PSone titles it's OK, only very winding tracks like Terminus at Phantom speed in Icurus or Quirex [any craft where the rear end can swing out] can be difficult in that view.

  19. #19
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    Thanks fella's (ises) for replying to the snarb! I actually set a new top ten time(21.72) for Saga-Matha in the AG systems on Wip3out se pal, how I can add that record? It wasn't even a perfect lap, I could drop the time more but I have repetitive strain in my shoulder which prevents me from gaming too much these days. I think I will stick with internal view, as I can gauge the racing line more clearly, as it feels like the view is magnified slightly? I removed the dead zone on my neggie, I am using 70 calibration for the AG systems, II for thrust and I for hyper-thrust.
    Last edited by Snarble; 18th February 2019 at 08:21 PM.

  20. #20
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    i think i use 0 deadzone, cant remember sensitivity atm, also i use internal aswell

    hit me up on discord if you wanna talk about wo3, i'm playing the game lately

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