It's called cheating. :(
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It's called cheating. :(
Before on Pure ( less in pulse since acceleration is way faster than pure)when i had a dead spot (i.e. 5 consecutive mines) i sideshift ( left or right) to get a mini boost speed then try to hit the nearest boostpad
But yeah like MArtin said AI clearly cheating
Well, that makes me feel better. I had tried everything. Letting off the thrust for a moment and firing back up, etc, etc, etc. Nothing worked. As long as it's just the AI cheating, I can deal with that.
Why do weapons set the back of my ship on fire? I thought I had an energy shield that stopped everything making contact with the actually body of the craft? Makes no sense.
Since everyone is so obsessed with making Wipeout realistic, don't you think all this burning and flaming of my ship is going to cause a failure at some point no?
The fire effect behind your craft is most likely due to your aircraft overtaking the weapon trail. So if you fire a missile and it leaves a fiery trail, your craft will catch up with the trail. Maybe SL should make the trails shorter, or just make it dissapear once it hits a craft
What? How can there be a trail if the missile hits the back of my ship? Surly any trail the missile left would end there instantly at the point of impact?
I might have misunderstood your question. I was under the impression that the missile was from your craft, not someone else's.
actually you've pointed up an interesting fact, indeed it should work this way, your ship had an energy shield and in fact when you pick up the "shield" from the weapon pads it is in truth the temporary SHIELD of the SHIELD, the point is that as i think SL has inteded , when your ship reach zero energy don't explode immediately( as in 2097 ), but it just simple devoid of protection so what's up next cause to your ship to be detroyed, a simple collision at 700 km/h realistically talking sure cause such irreparable damage,
i think the flame effect is one of the cool effect ever in truth, but i don't know if it had much sense
It makes no sense at all - it`s just pretty. I`m with Rapier Racer. The whole thing makes absolutely no sense if you really start to think about it.
Or as Rob has said - it`s the video game of the real event. It`s like Sensible Soccer compared to the real life Premier League. But that doesn`t stop it being the coolest game series ever. :)
Can someone explain the button sensitivity settings for me? I want the acceleration button to have the most sensitivity it can get. So do I want it set to 100% or 10%? It seems like I rest my thumb in the X button and the square at the same time and half the time I find myself slowing down because I'm not pushing the acceleration button down enough.
Never mind. I found it earlier in this thread. Sorry. I swear I looked through it though. :-) Assuming I understand it correctly for the most sensitivity I need it set to 10%.
Due to <scientific technobabble> your rear around the exhaust area is the only unprotected part for whatever reason you might come up with. To prevent the shield from shielding the thrust which would result in your ship sitting there like a (floating) pile of scrap? Doesn't explain how you mines cause that...
Or it's also the location of the shield generator or the area it's linked to the engine. It handles tiny hits just fine (like, for instance, your ship crashing into a wall at 1000km/h) but the huge blow those weapons deliver cause it to overheat and catch on fire.
Whatever it is, it looks nice even if you don't want it to happen to you lots :P
That sensitivity thing is really odd, depending on everyone's definition of "sensitivity". Set it to 100% and a gentle push is a tiny thrust, set it to 10% and the slightest touch results in full throttle... It's really confuzzling...
Ah but you see the old shield stopping the thrust bit would be easy to explain, do you watch Stargate SG-1?
See the ships are shielded but the shields are only one way they won't stop stuff being fired from the inside out only stuff being fired upon the ship. It would need to be this way for Wipeout or else the cannons would get smashed off surely? What about all the other stuff inderneath the ship that holds the other weaponry in place? You wouldnt want that burning to explode a rocket before you'd fired it off your ship now :D
Simple...:robotAdamantium:robot.
mates, it's time that i have a interesting question that i forget to do everytime
what's up with the pilot of the 2nd and 3rd skin of feisar?
why there's a boogeyman inside the cockpit?
it's just SL had forget to add texture on the pilot model ,
or it's just my " copy" of the game ? want to know if it's the same for everybody, if someone else had the same lack
@ Lance
Now that makes sense. That's why I was having trouble getting my head around the % settings. % of what? But your explanation seem logical.
Going back to the fire question, I think that the shield that protects the ship normally, which is tied to energy, is a thin layer shield, when this shield takes weapons fire, the shield itself catches on fire. Once the shield is completely depleted, the next unshielded collision causes so much damage that the ship breaks apart. Especially because these ships are made of such thin, lightweight materials to be able to attain the speeds they reach.
Now the shield item pickup on the track is an overpowered shield boosts that exists around the ship, it is much stronger. However, it is in a ready state when activated. Meaning that when it sense an impending collision with a weapon, wall, ship, etc. it goes up to full power to completely protect the ship. However when no collision is imminent, it is simply surrounding the ship in passive mode to avoid disrupting the flight physics.
The competition commitee for the FX league decided that making this a short term ability added to the excitement and mayhem of the league.
See, it makes complete sense;)
here's a random question: i suck at this game? answer: yes
Thats really more of a declaration than a question :p
Ok, I know I'm digging back up an earlier topic, but I like this explanation...not to mention, if the shield and engine were linked in their power source, it would certainly explain why your craft slows down any time it takes a hit, even from the rear; power is diverted from the engine to boost shield mitigation...just my $0.02, of course. :)
*Dreams of Freespace style sheild/weapons/engine management system*
Ok I have a question. When racing online, I've noticed some ships are sometimes transparent and you can pass through them, yet others aren't (I think). Why is this?
I *think* all the ships are transparent only for a few seconds at the very beginning of the race (and possibly after they blow up and respawn). Also, some people are using the silver campaign skins so that might be mistaken for transparency later in the race.
That is also the case when you play with someone who is at the antipode from you ( i.e. you are living in the euro zone and you play against Japanese or NZ pilots )
In GT5P the cars ghost when another driver is being an ass (i.e. driving the wrong way, sitting parked on an apex) or when the network connection gets laggy. I'd guess the same applies in wipeout - if you sit motionless on the track for a little while then you'll ghost, I haven't tried it driving backwards (yet :P ). Sounds like latency can cause it too, judging by Asayyeah's post.
maybe just a stupid question, for avoiding to start an entire thread about i ask here
wipeout HD have antialiasing?
i have a samsung series 5 full HD 32" TV, why the oblique lines appear to be likes the one you do in the microsoft paint , and sometimes there are grainy surfaces?
expecially in the shots i do with the photo mode...
WipEout HD has a dynamic framebuffer, basically what it means is that the game renders at a certain resolution (determined with the number of things happening on screen, ie the greater the action the lower that resolution) and is then upscaled to 1080p. Most of the times it runs at 1080p though, but for the few times it drops to the ''Upscaling method'' you will see aliasing because the native resolution of your screen (1920x1080) will not match the resolution the game is rendered at before being upscaled. So you will end up with a few pixels showing the same part of the image, thus the aliasing effect. If you take a screenshot at that exact time, well I believe it will carry over to the screenshot as well. Also I don't think WOHD does AA, since it is 1080p most of the times you won't see aliasing that much though.
FYI, if you want nice anti-aliasing in photo mode make sure you enable one of the "heavy-duty" effects (either depth-of-field or motion-blur) - if you don't want to see the dof or blur, set it to the minimum level. This allows the game to use a sub-pixel jitter giving over 100x super-sampled anti-aliasing with floating point accuracy (which is one reason the image quality in photo-mode can look very high).
As for real-time AA, it depends on what resolution your running in. Photomode always runs at full resolution.
Neat little trick. Thanks for the info, Chris. :)
really i haven't enough words for thank you Crob and Darkdrium, it's very nice to know that isn't my tv since it's new i have bought it in mid july
thank you very much for the photo mode tips, i think someone should consider to start a thread about tips and tricks about photo mode , cause for one that isn't well up in that, like me, sometimes can be quite confusing
Crob BTW unless it is actually you please thank the person who figured out the dynamic frame buffer. He is a genius :D This should be done for all games.
Well, obviously theres no official statement to indicate whether or not WOHD is using any kind of dynamic resolution trickery, but *if* I were to implement such a system I would probably have nicked the idea from another PS3 game developed near liverpool which may or may not be doing a similar kind of thing (although no one seems to have spotted that it may or may not be doing the same thing ;) )
TBH I'm sure there are probably loads of games out there that have done it - its really not hard at all... (not that I'd know since I may or may not have tried it...)
Motorstorm / Motorstorm Pacific Rift by any chance?
(Evolution Studios)
Runcorn is very close to Liverpool = ]
There's no need to be mysterious, your previous post kinda gives it away :D
What I meant to say is that every game should be like WOHD, run at 1080p and 60 (or 30, worst case scenario) using that same trickery :) While 720p is good, 1080p is truly the best so that's why I said I wanted all games to do it like WOHD. That would truly be awesome :rock
Although keep being mysterious, it makes the discussion much more entertaining :lol
Go, Chris! :D
why they had take out the " 3-2-1-GO! " voice announcer at the last minute?
there are videos from few days before release around web where you can see it
Where are those cool arches on Moa Therma? You know the ones with the lights moving up them? Track lost character when those went.
indeed, and why in HD metropia forward is metropia black minus a jump section and metropia white course don't exist anymore?
I think SL did just the right thing with Metropia! Metropia White in Pulse is a very short track and everything from this track is in the HD version except the long sweeping turn to the left with the jump at the end! Metropia in HD is the black one from Pulse but better with no jumps and respawns. Metropia reverse is even better with the blind corner after the magstrip, superb!