ah, t3h hairpin!
nice!
Printable View
ah, t3h hairpin!
nice!
I should add that the black color is for real. No photoshop involved.
It is zone 60 on Chenghou Project. :sonar
How on Earth did you get to Mach 1 on Chenghou? That's crazy man! :)
Feisar power! :beer
After doing a 60 yesterday, I finally gave Chenghou Project a run for
its money. The most difficult part of this track isn't the hairpin as one
might guess, it is turn 1 the entire arc connecting start/finish with the
given hairpin. You need to steer the craft through turn 1 as stable and
precise as possible to perfectly set-up the craft to do the final sweep
around turn 2, the hairpin. At high speeds, the deal is to hit the outside
wall at turn 2 only once, as slight as possible, and as late as possible!
Of course, I assume that one can race all the other turns perfectly. Ah
yes, the final chicane to start/finish is quite tough, too, once entering
zone 55+, because you will fly straight into the tunnel leading to the
chican. Taking the chicane without damage is rather thrilling. Don't think
about whether you will go through without a scratch or not. You would
miss! The only thing that works is confidence! Utterly deep confidence!
http://static1.filefront.com/images/...r.thumb250.jpg
Dude what the hell :o
:guitar:clap:rock
ProblemSolver...SL should craft a custom award for you. I'm not joking. You're amazing. :clap
you've gotten higher on CP then I can on AP :|
got an idea last night
but can't try it.
maybe you know it ProblemSolver.
for the hairpin, and generally sharp turns :
turning left a bit earlier with both steering and airbrakes
then use RIGHT sideshift to avoid colliding the inner wall.
so when you get out of the turn, you are in the axis of the line, and don't hit the outter wall.
i see it like drifting...
is it possible/effective at high speeds?
I already use that at phantom, but never tried in zone (in fact I'd have never try to zone if it wasn't mandatory in the campain).
Same here, some tracks even have a convinient speed pad on the side you are side shifting out towards (Chengou Project)...conincidence?
@Darkdrium777: xD
@LOUDandPROUD: Hell, yes! :) Would be nice if we could have a banner
(a tightly fitted marquee) on each track displaying the first three of a
given leaderboard with respect to the mode you are currently into. Heh?
Look! I'm sorry. ;)
@Spece2goin: Drifting around a hairping is the fastest way around if
tire wear isn't an issue. Rally Pros do it all the time. Well, I've tinkered
with 'this' techniques in SPEED LAP as well as ZONE. At low speeds (<=
PHANTOM) this technique is useful for correcting your racing line when
you're about to enter a turn to early. Nothing special. There might be
some turns where one can even profit using it. What about higher speeds?
Using this technique to turn around a sharp corner at high speeds doesn't
work, because the craft isn't turning once you are sideshifting, throwing
you right into the 'outer' wall.
I use quite a dynamic variant of shifting around that hairpin at CP ZONE
depending on the current situation of the craft moments before the turn.
All cases can occur, i.e. a right shift, a left shift, or no shift at all.
ok
didn't know how the zone craft behave at such hi speeds.
thx for info.
Here is my attempt at uploading some piccies, first time I've tried it so lets hope it works.
Pictures are zone 75 Moa, Zone 51 rev Sebenco and Zone 50 Sebenco (though not necessarily in that order !!)
Will do some more if and when I remember to take pictures when i get to a decent Zone !
Pretty sweet, but the jpeg compression kills it completely!
Poor poor people :( I hope their sufferings are put to an end soon.
http://h.imagehost.org/t/0174/WOHDTorture.jpg
:lol
Wait, WTF are people doing down there anyways?
EXACTLY my reaction when I saw it xD :g
4400 series three!:hyper
stevie:lol
Darkdrium777, they are everywhere ;)
Maybe that area of the track, they aren't loading in many textures, so they put them there and then map them onto the parts of the track where they do need crowd.
Like the texture map you get when you edit skins for WipEout Pulse - the individual parts of the texture are all over the place and bear no relation to the shape of the ship, but they get mapped to the right place in the end. :)
(Probably haven't explained that well, but I know what I mean.)
hmm, does anybody wonders what D'arkdrium's ship is doing there (where?) too?
I found ways to get out of the track ☺
EDIT: Found ways to "get out" of Moa Therma too. :P
Start by the discovery:
http://g.imagehost.org/t/0063/wohd_20090706_172957.jpg
Experiment a little...
http://g.imagehost.org/t/0487/wohd_20090706_175030.jpghttp://g.imagehost.org/t/0288/wohd_20090706_175213.jpg I'll make a "wallpaper safe" version of that last one because there are some visual glitches in it that prevent it to make a cool wallpaper :/
And now the fun starts!
http://g.imagehost.org/t/0579/wohd_20090706_183557.jpg
Hey D777, these pictures are technically nice in all, but as an artist I
would not be so pleased to see such pictures of my work. For sure, you
don't break any rule in generating those pictures, but showing them will
take away the illusion (for a lot of people) the artist was trying to create
in countless hours. Further, those pictures spread a lot faster into other
forums and might likewise be used to bash WipEout HD alltogether and
may also not invite people to buy the game. Just think about it for a
second.
I would be very pleased if you could remove these pictures, at least
those that are really breaking. You will even get a little reward for your
findings; :cake :)
I see your point. ;)
Good job. :+
Now here's some Awesome Action (AA for short :g)
Chengou Rockets
http://g.imagehost.org/t/0818/wohd_20090706_215643.jpg
Basic mathematics: Plasma + 3(Rocket) = Elimination
http://g.imagehost.org/t/0014/wohd_20090706_215443.jpg
Quake elimination:
http://g.imagehost.org/t/0321/wohd_20090706_212515.jpg
Near the edge:
http://g.imagehost.org/t/0625/wohd_20090706_211831.jpg
Another angle (Yes, the rocket did hit AG-Sys)
http://g.imagehost.org/t/0835/wohd_20090706_211917.jpg
Shortcut:
http://g.imagehost.org/t/0433/wohd_20090706_215050.jpg
Dual missile (One from me exploded, one on it's way to Mirage)
http://g.imagehost.org/t/0633/wohd_20090706_202425.jpg
Here's my album. Enjoy!;)
http://s78.photobucket.com/albums/j9...0HD%20Gallery/
Needs password...
Yeah i know, i forgot to make it Public... You may try again now :)
D777, could you explained how you did that ? I suppose you use the non-magstriped section to left the track but how did you managed not to respawn ?
also, after leaving the track, could you "fly" over the water, or did you sink ?
Actually, you respawn no matter what happens after staying a few seconds in the air (I think it's two, might be three), so there's no way to fall for an infinite duration of time. And there is no respawn volume in the way in that area, that's why you can get this far with the select button to get another turbo.
And you just fall "through" the water, it has no collision of any kind.
As for the trick to do it, I believe pirhapac has some videos of Moa Therma Reverse speed lap where he does it... Check the HD videos thread.
I now know WHY there are people in the ocean there. :lol
Doing some phantom speed lap on Vineta, I spiked a wall, and next thing you know I'm eyeing the lunar lander. I then spotted the crowd.
So I wondered if it was possible to see them from "normal gameplay". As it turns out, they aren't all just drowning at the bottom of the sea.... Some of them are actually casual observers - sitting in the bottom of a ship, windows and all. :eek
There was also the inexplicable crowd on the ocean floor (waay off in the crab nebula) , but I'll chalk that up to their invisible submarine and refraction.
Me barely getting Zone Zeus and an Icaras flying... high?
Edit: 1080p of the Icaras