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.
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.
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.
@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.
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.
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.
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.
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.
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
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.